Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
Mr. Abhinav Chokhavatia shares his presentation on who is gaming in India and why at the Global Youth Marketing Forum 2012 (GMYK) in Mumbai.
http://zatun.com
http://zatungames.com
Gaming and Libraries: November AZLA Presentationsuewhiteg
Attached are slides I created for the AZLA conference in November of 2007 on Gaming in Libraries. I am an advocate for changing the policies in libraries so that games and game programming is more readily available for our patrons. If you would like to use part of my presentation, feel free but please send me an email so I can see how it is being used.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
Mr. Abhinav Chokhavatia shares his presentation on who is gaming in India and why at the Global Youth Marketing Forum 2012 (GMYK) in Mumbai.
http://zatun.com
http://zatungames.com
Gaming and Libraries: November AZLA Presentationsuewhiteg
Attached are slides I created for the AZLA conference in November of 2007 on Gaming in Libraries. I am an advocate for changing the policies in libraries so that games and game programming is more readily available for our patrons. If you would like to use part of my presentation, feel free but please send me an email so I can see how it is being used.
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
Understanding Tomorrow’s Gamers, Today! – A Detailed Analysis of European Gam...Jessica Tams
Delivered at Casual Connect Europe 2016
In just a few years, today's gamer kids will become the core audience of our industry. Hence understanding their gaming behavior and attitudes is key for game developers and publishers. In this presentation, Michael will present data and insights from GameByte™ Kids, Interpret's syndicated research product, which surveyed kids in 10 key gaming markets, including the US, UK, France, Germany, Australia, Brazil, Russia, China, South Korea, and Japan. He will focus on comparing kids from the three European countries to their American peers, highlighting both commonalities and interesting differences and nuances. Key topics covered in his presentation will include kids gaming timeshare, walletshare, and mindshare, top game titles across multiple platforms, mobile gaming motivations and behaviors including spending habits and parent-kid interaction, and insights on Minecraft.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
Understanding Tomorrow’s Gamers, Today! – A Detailed Analysis of European Gam...Jessica Tams
Delivered at Casual Connect Europe 2016
In just a few years, today's gamer kids will become the core audience of our industry. Hence understanding their gaming behavior and attitudes is key for game developers and publishers. In this presentation, Michael will present data and insights from GameByte™ Kids, Interpret's syndicated research product, which surveyed kids in 10 key gaming markets, including the US, UK, France, Germany, Australia, Brazil, Russia, China, South Korea, and Japan. He will focus on comparing kids from the three European countries to their American peers, highlighting both commonalities and interesting differences and nuances. Key topics covered in his presentation will include kids gaming timeshare, walletshare, and mindshare, top game titles across multiple platforms, mobile gaming motivations and behaviors including spending habits and parent-kid interaction, and insights on Minecraft.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Explore our comprehensive data analysis project presentation on predicting product ad campaign performance. Learn how data-driven insights can optimize your marketing strategies and enhance campaign effectiveness. Perfect for professionals and students looking to understand the power of data analysis in advertising. for more details visit: https://bostoninstituteofanalytics.org/data-science-and-artificial-intelligence/
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Empowering the Data Analytics Ecosystem: A Laser Focus on Value
The data analytics ecosystem thrives when every component functions at its peak, unlocking the true potential of data. Here's a laser focus on key areas for an empowered ecosystem:
1. Democratize Access, Not Data:
Granular Access Controls: Provide users with self-service tools tailored to their specific needs, preventing data overload and misuse.
Data Catalogs: Implement robust data catalogs for easy discovery and understanding of available data sources.
2. Foster Collaboration with Clear Roles:
Data Mesh Architecture: Break down data silos by creating a distributed data ownership model with clear ownership and responsibilities.
Collaborative Workspaces: Utilize interactive platforms where data scientists, analysts, and domain experts can work seamlessly together.
3. Leverage Advanced Analytics Strategically:
AI-powered Automation: Automate repetitive tasks like data cleaning and feature engineering, freeing up data talent for higher-level analysis.
Right-Tool Selection: Strategically choose the most effective advanced analytics techniques (e.g., AI, ML) based on specific business problems.
4. Prioritize Data Quality with Automation:
Automated Data Validation: Implement automated data quality checks to identify and rectify errors at the source, minimizing downstream issues.
Data Lineage Tracking: Track the flow of data throughout the ecosystem, ensuring transparency and facilitating root cause analysis for errors.
5. Cultivate a Data-Driven Mindset:
Metrics-Driven Performance Management: Align KPIs and performance metrics with data-driven insights to ensure actionable decision making.
Data Storytelling Workshops: Equip stakeholders with the skills to translate complex data findings into compelling narratives that drive action.
Benefits of a Precise Ecosystem:
Sharpened Focus: Precise access and clear roles ensure everyone works with the most relevant data, maximizing efficiency.
Actionable Insights: Strategic analytics and automated quality checks lead to more reliable and actionable data insights.
Continuous Improvement: Data-driven performance management fosters a culture of learning and continuous improvement.
Sustainable Growth: Empowered by data, organizations can make informed decisions to drive sustainable growth and innovation.
By focusing on these precise actions, organizations can create an empowered data analytics ecosystem that delivers real value by driving data-driven decisions and maximizing the return on their data investment.
As Europe's leading economic powerhouse and the fourth-largest hashtag#economy globally, Germany stands at the forefront of innovation and industrial might. Renowned for its precision engineering and high-tech sectors, Germany's economic structure is heavily supported by a robust service industry, accounting for approximately 68% of its GDP. This economic clout and strategic geopolitical stance position Germany as a focal point in the global cyber threat landscape.
In the face of escalating global tensions, particularly those emanating from geopolitical disputes with nations like hashtag#Russia and hashtag#China, hashtag#Germany has witnessed a significant uptick in targeted cyber operations. Our analysis indicates a marked increase in hashtag#cyberattack sophistication aimed at critical infrastructure and key industrial sectors. These attacks range from ransomware campaigns to hashtag#AdvancedPersistentThreats (hashtag#APTs), threatening national security and business integrity.
🔑 Key findings include:
🔍 Increased frequency and complexity of cyber threats.
🔍 Escalation of state-sponsored and criminally motivated cyber operations.
🔍 Active dark web exchanges of malicious tools and tactics.
Our comprehensive report delves into these challenges, using a blend of open-source and proprietary data collection techniques. By monitoring activity on critical networks and analyzing attack patterns, our team provides a detailed overview of the threats facing German entities.
This report aims to equip stakeholders across public and private sectors with the knowledge to enhance their defensive strategies, reduce exposure to cyber risks, and reinforce Germany's resilience against cyber threats.
Opendatabay - Open Data Marketplace.pptxOpendatabay
Opendatabay.com unlocks the power of data for everyone. Open Data Marketplace fosters a collaborative hub for data enthusiasts to explore, share, and contribute to a vast collection of datasets.
First ever open hub for data enthusiasts to collaborate and innovate. A platform to explore, share, and contribute to a vast collection of datasets. Through robust quality control and innovative technologies like blockchain verification, opendatabay ensures the authenticity and reliability of datasets, empowering users to make data-driven decisions with confidence. Leverage cutting-edge AI technologies to enhance the data exploration, analysis, and discovery experience.
From intelligent search and recommendations to automated data productisation and quotation, Opendatabay AI-driven features streamline the data workflow. Finding the data you need shouldn't be a complex. Opendatabay simplifies the data acquisition process with an intuitive interface and robust search tools. Effortlessly explore, discover, and access the data you need, allowing you to focus on extracting valuable insights. Opendatabay breaks new ground with a dedicated, AI-generated, synthetic datasets.
Leverage these privacy-preserving datasets for training and testing AI models without compromising sensitive information. Opendatabay prioritizes transparency by providing detailed metadata, provenance information, and usage guidelines for each dataset, ensuring users have a comprehensive understanding of the data they're working with. By leveraging a powerful combination of distributed ledger technology and rigorous third-party audits Opendatabay ensures the authenticity and reliability of every dataset. Security is at the core of Opendatabay. Marketplace implements stringent security measures, including encryption, access controls, and regular vulnerability assessments, to safeguard your data and protect your privacy.
Chatty Kathy - UNC Bootcamp Final Project Presentation - Final Version - 5.23...John Andrews
SlideShare Description for "Chatty Kathy - UNC Bootcamp Final Project Presentation"
Title: Chatty Kathy: Enhancing Physical Activity Among Older Adults
Description:
Discover how Chatty Kathy, an innovative project developed at the UNC Bootcamp, aims to tackle the challenge of low physical activity among older adults. Our AI-driven solution uses peer interaction to boost and sustain exercise levels, significantly improving health outcomes. This presentation covers our problem statement, the rationale behind Chatty Kathy, synthetic data and persona creation, model performance metrics, a visual demonstration of the project, and potential future developments. Join us for an insightful Q&A session to explore the potential of this groundbreaking project.
Project Team: Jay Requarth, Jana Avery, John Andrews, Dr. Dick Davis II, Nee Buntoum, Nam Yeongjin & Mat Nicholas
1. Why Video Games are
Why Video Games are
Good for You!
Good for You!
Tim Hart
Tim Hart
University of Maine
University of Maine
Fall 2008
Fall 2008
2. Who am I?
Who am I?
Tim Hart
Tim Hart
Instructional Technologist for
Instructional Technologist for
UMaine
UMaine
thart.edublogs.org
thart.edublogs.org
Gamer
Gamer
3. Gamer?
Gamer?
Played Video Games all my life
Played Video Games all my life
Some systems I’ve owned:
Some systems I’ve owned:
Commodore 64, Atari 2600, NES, Gameboy, SNES,
Commodore 64, Atari 2600, NES, Gameboy, SNES,
Genesis, Virtual Boy, N64, Playstation, Gamecube,
Genesis, Virtual Boy, N64, Playstation, Gamecube,
Playstation 2, XBOX, Nintendo DS, Wii, XBox 360
Playstation 2, XBOX, Nintendo DS, Wii, XBox 360
Live account ID = Hartix
Live account ID = Hartix
No, I don’t own a PS3.
No, I don’t own a PS3.
Have a M.Ed after my title
Have a M.Ed after my title
4. What is this preso is about?
What is this preso is about?
To convince your parents, teachers, and principals that
To convince your parents, teachers, and principals that
gaming is worthwhile.
gaming is worthwhile.
5. Who is this?
Who is this?
Mario
Mario
Bonus Points - Full name
Bonus Points - Full name
Mario Mario
Mario Mario
6. Who is this?
Who is this?
Samus Aran
Samus Aran
Bonus Points - Male or
Bonus Points - Male or
Female
Female
Female
Female
7. Who is this?
Who is this?
Master Chief
Master Chief
Bonus Points - Full name
Bonus Points - Full name
Master Chief Petty Officer
Master Chief Petty Officer
John-117
John-117
8. Who is this?
Who is this?
Niko Bellic
Niko Bellic
Bonus Points - Cousin’s
Bonus Points - Cousin’s
name?
name?
Roman Bellic
Roman Bellic
9. Top Ten Gamer Facts
Top Ten Gamer Facts
US computer and video game software sales grew six percent in 2006 to $7.4 billion –
US computer and video game software sales grew six percent in 2006 to $7.4 billion –
almost tripling industry software sales since 1996.
almost tripling industry software sales since 1996.
Sixty-seven percent of American heads of households play computer and video games.
Sixty-seven percent of American heads of households play computer and video games.
The average game player is 33 years old and has been playing games for 12 years.
The average game player is 33 years old and has been playing games for 12 years.
The average age of the most frequent game buyer is 38 years old. In 2007, 92 percent of
The average age of the most frequent game buyer is 38 years old. In 2007, 92 percent of
computer game buyers and 80 percent of console game buyers were over the age of 18.
computer game buyers and 80 percent of console game buyers were over the age of 18.
Eighty-five percent of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or
Eighty-five percent of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or
"E10+" for Everyone 10+. For more information on ratings, please see www.esrb.org.
"E10+" for Everyone 10+. For more information on ratings, please see www.esrb.org.
10. Top Ten Gamer Facts
Top Ten Gamer Facts
Eighty-six percent of game players under the age of 18 report that they get their parents'
Eighty-six percent of game players under the age of 18 report that they get their parents'
permission when renting or buying games, and 91 percent say their parents are present when
permission when renting or buying games, and 91 percent say their parents are present when
they buy games.
they buy games.
Thirty-six percent of American parents say they play computer and video games. Further, 80
Thirty-six percent of American parents say they play computer and video games. Further, 80
percent of gamer parents say they play video games with their kids. Sixty-six percent feel that
percent of gamer parents say they play video games with their kids. Sixty-six percent feel that
playing games has brought their families closer together.
playing games has brought their families closer together.
Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent
Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent
a significantly greater portion of the game-playing population (31%) than boys age 17 or younger
a significantly greater portion of the game-playing population (31%) than boys age 17 or younger
(20%).
(20%).
In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine
In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine
percent in 1999.
percent in 1999.
Forty-nine percent of game players say they play games online one or more hours per week. In
Forty-nine percent of game players say they play games online one or more hours per week. In
addition, 34 percent of heads of households play games on a wireless device, such as a cell
addition, 34 percent of heads of households play games on a wireless device, such as a cell
phone or PDA, up from 20 percent in 2002.
phone or PDA, up from 20 percent in 2002.
11. Why do we play games?
Why do we play games?
Fun
Fun
Immersion
Immersion
Empowerment
Empowerment
Creating and strengthening social bonds
Creating and strengthening social bonds
Exercise
Exercise
Others?
Others?
12. What do all these people
What do all these people
have in common?
have in common?
Image courteous of Scott Lewis
Image courteous of Scott Lewis
13. They are all in the “Zone”
They are all in the “Zone”
Image courtesy of Scott Lewis
Image courtesy of Scott Lewis
15. Challenges for Game
Challenges for Game
Designers
Designers
Creating an activity that allows for a “in the zone”
Creating an activity that allows for a “in the zone”
experience
experience
Allowing a wide array of skill levels to initially enjoy and be
Allowing a wide array of skill levels to initially enjoy and be
immersed in the game
immersed in the game
Sustaining “in the zone” throughout the experience
Sustaining “in the zone” throughout the experience
16. Challenges for Teachers
Challenges for Teachers
Creating an activity that allows for a “in the zone”
Creating an activity that allows for a “in the zone”
experience
experience
Allowing a wide array of skill levels to initially enjoy and be
Allowing a wide array of skill levels to initially enjoy and be
immersed in the lesson
immersed in the lesson
Sustaining “in the zone” throughout the experience
Sustaining “in the zone” throughout the experience
17. They are the same!
They are the same!
Game Designer =
Game Designer =
Teacher
Teacher
18. The Goals of Games
The Goals of Games
Articulated by Will Wright, designer of SimCity and The
Articulated by Will Wright, designer of SimCity and The
Sims
Sims
Present players with multiple challenges at the same time
Present players with multiple challenges at the same time
with varying time frames
with varying time frames
The higher the number of layered challenges, the more fun
The higher the number of layered challenges, the more fun
the game is
the game is
19. Layered goals of Ping Pong
Layered goals of Ping Pong
Short Term
Short Term
1 Second - Hit the ball
1 Second - Hit the ball
5 Seconds - Set up a point
5 Seconds - Set up a point
10 Seconds - Win a point
10 Seconds - Win a point
Long Term
Long Term
5 Minutes - Win a game
5 Minutes - Win a game
20. Layered goals of Reading
Layered goals of Reading
Short Term
Short Term
Read Words
Read Words
Read Paragraphs
Read Paragraphs
Read Chapter
Read Chapter
Long Term
Long Term
Read Book
Read Book
22. Layered goals of Donkey Kong
Layered goals of Donkey Kong
?
? ?
?
23. The Ratings
The Ratings
The Entertainment Software Rating Board (ESRB) ratings
The Entertainment Software Rating Board (ESRB) ratings
are designed to provide concise and impartial information
are designed to provide concise and impartial information
about the content in computer and video games
about the content in computer and video games
Kind of like movie ratings - G, PG, PG-13, R, NC-17
Kind of like movie ratings - G, PG, PG-13, R, NC-17
Let’s take a look at movie ratings for comparison
Let’s take a look at movie ratings for comparison
24. MPAA Ratings
MPAA Ratings
G = General Audiences
G = General Audiences
All ages admitted.
All ages admitted.
PG = Parental Guidance Suggested
PG = Parental Guidance Suggested
Some material may be inappropriate for younger children.
Some material may be inappropriate for younger children.
PG-13 = Parents Strongly Cautioned
PG-13 = Parents Strongly Cautioned
Some material may be inappropriate for children under 13 years old.
Some material may be inappropriate for children under 13 years old.
R = Restricted
R = Restricted
People under 17 are not admitted without parental guidance.
People under 17 are not admitted without parental guidance.
NC-17 = No Children Under 17 Allowed
NC-17 = No Children Under 17 Allowed
Nobody under 17 is admitted.
Nobody under 17 is admitted.
25. ERSB Ratings
ERSB Ratings
Everyone
Everyone
have content that may be suitable for ages 6 and older
have content that may be suitable for ages 6 and older
may contain minimal cartoon, fantasy or mild violence
may contain minimal cartoon, fantasy or mild violence
and/or infrequent use of mild language
and/or infrequent use of mild language
makes up 49% of all games
makes up 49% of all games
like G
like G
26. ERSB Ratings
ERSB Ratings
Everyone+10
Everyone+10
have content that may be suitable for ages 10 and older
have content that may be suitable for ages 10 and older
may contain more cartoon, fantasy or mild violence, mild
may contain more cartoon, fantasy or mild violence, mild
language and/or minimal suggestive themes
language and/or minimal suggestive themes
makes up 4% of all games
makes up 4% of all games
27. ERSB Ratings
ERSB Ratings
Teen
Teen
have content that may be suitable for ages 13 and older
have content that may be suitable for ages 13 and older
may contain violence, suggestive themes, crude humor,
may contain violence, suggestive themes, crude humor,
minimal blood, simulated gambling, and/or infrequent use
minimal blood, simulated gambling, and/or infrequent use
of strong language
of strong language
makes up 32% of all games
makes up 32% of all games
like PG-13
like PG-13
28. ERSB Ratings
ERSB Ratings
Mature
Mature
have content that may be suitable for persons ages 17
have content that may be suitable for persons ages 17
and older
and older
may contain intense violence, blood and gore, sexual
may contain intense violence, blood and gore, sexual
content and/or strong language
content and/or strong language
makes up 15% of all games
makes up 15% of all games
like R
like R
29. ERSB Ratings
ERSB Ratings
Adult Only
Adult Only
have content that should only be played by persons 18
have content that should only be played by persons 18
years and older
years and older
may include prolonged scenes of intense violence and/or
may include prolonged scenes of intense violence and/or
graphic sexual content and nudity
graphic sexual content and nudity
like NC-17
like NC-17
30. Space Invaders
Space Invaders
Space Invaders will kill your children!
Space Invaders will kill your children!
This dangerous "game" gives
This dangerous "game" gives
players three "lives." This will clearly
players three "lives." This will clearly
make children think they can get
make children think they can get
another life after they die, thereby
another life after they die, thereby
causing kids to start killing
causing kids to start killing
themselves in droves thinking that
themselves in droves thinking that
they can instantly come back to life!
they can instantly come back to life!
Video games will promote teen
Video games will promote teen
suicide! These games must be put
suicide! These games must be put
to an end.
to an end.
197
197
8
8
Headlines from the past:
Headlines from the past:
31. Students at Risk
Students at Risk
who don’t play video games are a
who don’t play video games are a
They get in trouble more
They get in trouble more
often!
often!
Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
32. Some Research
Some Research
Lawrence Kutner, PhD, and his wife
Lawrence Kutner, PhD, and his wife
Cheryl K. Olson, ScD
Cheryl K. Olson, ScD
Research was funded with $1.5
Research was funded with $1.5
million by the U.S. Dept. of Justice
million by the U.S. Dept. of Justice
Findings reported in
Findings reported in Grand Theft
Grand Theft
Childhood: The Surprising Truth
Childhood: The Surprising Truth
About Violent Video Games and What
About Violent Video Games and What
Parents Can Do.
Parents Can Do.
Here are some of the myths
Here are some of the myths
debunked
debunked
33. Myth #1
Myth #1
The growth in violent video game sales is linked to the
The growth in violent video game sales is linked to the
growth in youth violence — especially school violence —
growth in youth violence — especially school violence —
throughout the country.
throughout the country.
34. Fact
Fact
Violent Crime in Schools fell 44%
Violent Crime in Schools fell 44%
from 1994-2001
from 1994-2001
We have the lowest juvenile arrest
We have the lowest juvenile arrest
rate for violent crimes since 1983.
rate for violent crimes since 1983.
Murder Arrests in 1993 = 3,800
Murder Arrests in 1993 = 3,800
Murder Arrests in 2001 = 1,400
Murder Arrests in 2001 = 1,400
Graph created by Tim Hart at crappygraphs.com
Graph created by Tim Hart at crappygraphs.com
35. Myth #2
Myth #2
Girls don’t play violent video games like Grand Theft Auto.
Girls don’t play violent video games like Grand Theft Auto.
36. Fact
Fact
29% of girls say they play at least one M-rated game a lot
29% of girls say they play at least one M-rated game a lot
One in five listed Grand Theft Auto
One in five listed Grand Theft Auto
Grand Theft Auto was second only to the Sims in
Grand Theft Auto was second only to the Sims in
popularity.
popularity.
37. Myth #3
Myth #3
Playing violent video games creates criminals
Playing violent video games creates criminals
Within hours of the 2007 shootings at Virginia Tech,
Within hours of the 2007 shootings at Virginia Tech,
reporters were on the airwaves and the Internet blaming
reporters were on the airwaves and the Internet blaming
video games for Seung-Hui Cho’s violent behavior.
video games for Seung-Hui Cho’s violent behavior.
38. Fact
Fact
There is a lower rate of violence in
There is a lower rate of violence in
those who do play games.
those who do play games.
Cho’s roommates never saw him play
Cho’s roommates never saw him play
video games
video games
In the official report by the Virginia
In the official report by the Virginia
Tech Review Panel, the only video
Tech Review Panel, the only video
game he was mentioned playing was
game he was mentioned playing was
Sonic the Hedgehog.
Sonic the Hedgehog.
When he was nine.
When he was nine.
39. So Basically...
So Basically...
“
“There is absolutely no evidence that playing violent video
There is absolutely no evidence that playing violent video
games will turn kids into criminals.”
games will turn kids into criminals.”
~ Lawrence
~ Lawrence
Kutner
Kutner
40. So Video Games don’t hurt
So Video Games don’t hurt
you...
you...
...but do they help you?
...but do they help you?
42. How?
How?
Don’t Bother Me Mom - I’m Learning
Don’t Bother Me Mom - I’m Learning
Marc Prensky
Marc Prensky
Internationally acclaimed speaker,
Internationally acclaimed speaker,
writer, consultant, and designer in
writer, consultant, and designer in
the critical areas of education and
the critical areas of education and
learning.
learning.
Here is his book in a nutshell...
Here is his book in a nutshell...
43. 21st Century Skills
21st Century Skills
“
“The true secret of why kids spend so much time on their
The true secret of why kids spend so much time on their
games is that they’re learning things they need for their
games is that they’re learning things they need for their
twenty-first century lives”
twenty-first century lives”
44. For the Doctors
For the Doctors
“
“I use the same hand-eye coordination to play video
I use the same hand-eye coordination to play video
games as I use for surgery.
games as I use for surgery.
Dr. James Rosser, Beth Israel Hospital
Dr. James Rosser, Beth Israel Hospital
Doctors that played games earlier in life made 40% less
Doctors that played games earlier in life made 40% less
mistakes during surgery.
mistakes during surgery.
Playing video games before surgery also lowers error
Playing video games before surgery also lowers error
rates.
rates.
45. Why the worry?
Why the worry?
“
“A child plays basketball or plays the piano for 4 hours a
A child plays basketball or plays the piano for 4 hours a
day, we may describe him as a dedicated athlete or
day, we may describe him as a dedicated athlete or
musician. But if that child takes the same approach to
musician. But if that child takes the same approach to
playing video games, spending hours each day at the
playing video games, spending hours each day at the
computer, and reveling in the details and strategies of
computer, and reveling in the details and strategies of
play, we may worry about an addiction.”
play, we may worry about an addiction.”
~Dr. Cheryl Olson,author of Grand Theft Childhood
~Dr. Cheryl Olson,author of Grand Theft Childhood
46. Multitasking
Multitasking
Increases the ability to do many things at the same time.
Increases the ability to do many things at the same time.
AND do them well.
AND do them well.
“
“I remember my mom and dad yelling at me [for playing
I remember my mom and dad yelling at me [for playing
too much] - they didn’t know I had a 200-person [online]
too much] - they didn’t know I had a 200-person [online]
guild to manage.”
guild to manage.”
~Stephen Gillette, Business entrepreneur
~Stephen Gillette, Business entrepreneur
47. Rules
Rules
Gamers figure things out on their own better than non-
Gamers figure things out on their own better than non-
gamers
gamers
Probe their environment for understanding
Probe their environment for understanding
12:00 flashing on the VCR?
12:00 flashing on the VCR?
(if they even know what that is?)
(if they even know what that is?)
48. Risk Taking
Risk Taking
Gamers are risk takers
Gamers are risk takers
Gamers are more likely to try different strategies
Gamers are more likely to try different strategies
Enlightened trial and error
Enlightened trial and error
49. On Digital Immigrants
On Digital Immigrants
You may be a digital immigrant if:
You may be a digital immigrant if:
You print out your email
You print out your email
Turn to Internet for information second rather than first
Turn to Internet for information second rather than first
You read a manual instead of assuming the program itself will
You read a manual instead of assuming the program itself will
teach you to use it
teach you to use it
You print out a document to edit it instead of just doing it on the
You print out a document to edit it instead of just doing it on the
screen
screen
You think “real life” happens only off-line!
You think “real life” happens only off-line!
I say video game, you say “Pac-Man”
I say video game, you say “Pac-Man”
50. Games teach strategy
Games teach strategy
Cause and effect
Cause and effect
Long term winning versus short term gains
Long term winning versus short term gains
Order from seeming chaos
Order from seeming chaos
Complex system behaviors
Complex system behaviors
Counter-intuitive results
Counter-intuitive results
Using obstacles as motivation
Using obstacles as motivation
The value of persistence
The value of persistence
51. Gamers are good at business
Gamers are good at business
Are good at collaborative problem solving
Are good at collaborative problem solving
Are committed to professional excellence
Are committed to professional excellence
Put a high premium on skill and adding value
Put a high premium on skill and adding value
Have a strong sense of competence
Have a strong sense of competence
See the world through the lens of competition
See the world through the lens of competition
Have both high developed teamwork skills and the desire
Have both high developed teamwork skills and the desire
to be part of a team
to be part of a team
The list keeps going...
The list keeps going...
Got Game: How the Gamer Generation Is Reshaping Business Forever
Got Game: How the Gamer Generation Is Reshaping Business Forever
52. Gamers are good at business
Gamers are good at business
Care about their organization
Care about their organization
Love data
Love data
Are comfortable taking measured risks
Are comfortable taking measured risks
Multi-task well
Multi-task well
Learn on the fly
Learn on the fly
Think globally
Think globally
Don’t count on fixed organizational structures
Don’t count on fixed organizational structures
Expect themselves to actually deliver
Expect themselves to actually deliver
Got Game: How the Gamer Generation Is Reshaping Business Forever
Got Game: How the Gamer Generation Is Reshaping Business Forever
53. 10 year old gamers learned.
10 year old gamers learned.
Everyone can save the world if they try
Everyone can save the world if they try
Two against one isn’t fair
Two against one isn’t fair
Don’t shoot people
Don’t shoot people
Have patience
Have patience
The good guys always win
The good guys always win
Don’t trust everyone you meet
Don’t trust everyone you meet
Help your friends
Help your friends
54. Steps to get adults on board
Steps to get adults on board
Read Don’t Bother me Mom - I’m learning
Read Don’t Bother me Mom - I’m learning
Talk to children about gaming. Why do they like it and
Talk to children about gaming. Why do they like it and
what it means to them.
what it means to them.
Invite an child to play a game with you.
Invite an child to play a game with you.
Tell them to remember the horrible rock music your
Tell them to remember the horrible rock music your
parents warned would rot your brains.
parents warned would rot your brains.
Take Educational Games and Simulations in the Spring.
Take Educational Games and Simulations in the Spring.
55. Games to point out
Games to point out
The Battle for Westnoth
The Battle for Westnoth
http://www.wesnoth.org/
http://www.wesnoth.org/
Free Rice
Free Rice
http://www.freerice.com/
http://www.freerice.com/
Fold It!
Fold It!
http://fold.it/portal/adobe_main/
http://fold.it/portal/adobe_main/
gwap
gwap
http://www.gwap.com/gwap/
http://www.gwap.com/gwap/
Scratch
Scratch
http://scratch.mit.edu/
http://scratch.mit.edu/
Second Life
Second Life
http://secondlife.com
http://secondlife.com/
/
PHUN
PHUN
http://phun.cs.umu.se/wiki
http://phun.cs.umu.se/wiki