Game on ctu keynote by calongne 2014
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Game On! Video Games, Simulations and Modeling
Dr. Cynthia CalongneColorado Technical University
DCS Keynote Address, July 19, 2014
Workshop Description: This workshop presents highlights from popular games, the game industry and the back story behind your favorite games. Game enthusiasts and those who are curious, but do not play games, are welcome to play the workshop’s game (or to lurk and offer encouragement) as we examine the entertainment industry’s video games, PC games, MMORPGs and research opportunities in games.
If you thought that games were only for relaxation, think again. The statistics and forecast for the future of the game industry may surprise you. Join us as we explore how games are shaping our culture and how popular entertainment and social games are creating opportunities for increasing motivation in business, how they can invigorate education and how they can build strong social communities for non-profits, corporations and universities.
DCS Saturday Keynote Summer 2014
Identify and examine the game industry’s current statistics.
Explore the future of the game industry and the opportunities it presents for research.
Critically evaluate how games are shaping our culture and the impact of emerging media.
Outcomes for this Workshop
The Mars Expedition Space Simulation
Dr. Cynthia Calongne, Lyr LoboDr. Andrew Stricker, Air UniversityMike McCrocklin, Air UniversityJeanne Holm, NASA JPL
New Media Consortium Symposium on New Media and Learning 2010
Defense GameTech
Federal Virtual Worlds Challenge $25,000 Grand Prize Winner in 2010
TV Series Bar Karma• Will Wright, a GameTech keynote speaker
– Game designer -- the Sims, SimCity and Spore– The Black Ops team designed Bar Karma – Myxen in Ep. 1https://www.youtube.com/watch?v=W6NVGEyYTYE&index=5&list=PLHvXWRUSjjKcS7kTMAxHMyoBMVJQb5mtg
Will Wright GameTech slideshttp://www.slideshare.net/guesta79ddf9/orando2010-5
Will Wright video:http://www.youtube.com/watch?v=fulyfB0c_CQ
From the Emotiv to Jane McGonigal and EPIC Leadership
2014 Entertainment Software Association Statistics for 2013 59% of Americans play video games
58% in 2012
An average of two gamers per household
Average US household owns at least one dedicated game console, PC or smartphone & 51% own 2 consoles
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
US Video Game Households
68% play games on a console
53% play games on a smartphone22% increase over 2012
41% play games on a wireless device37% increase over 2012
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Average gamer is 31 years old 29% under 18 years 32% 18-35 years 39% 36+ years
52% male; 48% female 55% male; 45% female in 2012
Female gamers 50+ Increased by 32% in 2013
Who is Playing?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Average age 35 years
Of frequent game purchasers 50%male; 50% female
Female gamers 50+ Increased by 32% in 2013
Social games are most popular Increase of 55% in 2013
Who Buys Video Games?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Controllers 1972 - 2006
http://www.wallpapersonly.net/view/computer-game-controller-1920x1080.html
Inventing a new Internet: Learning from IcarusAre we flying too close to the sun?Games as vehicles for examining wicked problems
The Maker Movement Hackerspaces Civic hackinghttp://www.makercities.net/
Jane McGonigal & the Institute for the Future
Game Statistics from Jane McGonigal
• 1 billion gamers worldwide
• 300 million minutes a day spent playing
• 400,000 years daily
• 7+ billion hours a week of maximum engagement
• 99% males vs 94% females play one hour+ / day
• 92% of two-year-olds play games
http://janemcgonigal.com/learn-me/http://janemcgonigal.com/2014/01/06/superbetter-show-me-the-science/
Call of Duty Statistics
Call of Duty Black Ops II Launch1 in 4 players called in sick
Call of Duty Modern Warfare 3 Played 170 hours a year per
player 1 month of full-time work/year
Jane McGonigal CTU Keynote Address, April 17, 2014
Call of Duty Modern Warfare 2
http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
Game Statistics on Engagement81% of global workers are not engaged
Gallup 2013 (G2013)
Unengaged workers cost companies
$3.1 trillion/year worldwide (G2013)
The longer you stay in school, the less engaged you become
Level of engagement76% elementary engaged61% middle school engaged
44% high school engaged
Jane McGonigal CTU Keynote Address, April 17, 2014
Games - Positive Emotions
1. Curiosity2. Creativity3. Contentment4. Excitement5. Relaxation6. Surprise7. Joy
8. Control9. Arousal10. Wonder11. Triumph12. Pride13. Love14. Flow
Calongne’s adaptation of Jane McGonigal’s research
Games – Negative Emotions
1. Boredom2. Frustration3. Discomfort4. Despair5. Apathy6. Uncertainty7. Annoyance
8. Fear9. Anxiety10. Worry11. Anger12. Rage13. Aggression14. Addiction
Calongne’s adaptation of Jane McGonigal’s research
Top Selling 20 Video Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
BioShock Infinite – Importance of Storytelling
http://venturebeat.com/2013/04/06/bioshock-infinites-social-commentary-marks-another-evolution-in-videogame-storytelling/
http://www.wallpapersonly.net/view/battlefield-bad-company-3-1920x1200.html
Top Selling 20 Computer Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Games for Girls – Any Surprises?
http://gameswallpaperhd.com/2-games-for-girls-gamespot-icon-high-detail-social-iconset.html
What is this Video Game Franchise in which Stealth Rulez!
CTU BoxBots from CS855 Futuring and Innovation & a Flash Mob
Mobile Games Played Most Often
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Digital vs. Physical Sales
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Digital formats: mobile apps, social network gaming, digital full games, add-on content and subscriptions
Social Game Retention Problems
http://www.themarysue.com/social-video-games-churn/#geekosystem
“No, I Won’t Visit Your Farm: Around 85% of US Players Quit Social Video Games After One Day” – Playnomics July-Sep 2012
Long-term retention is tied to early engagement
95% stop playing at the end of three months; most left within 3 days
New Media Consortium Symposium on the Impact of Digital Media Blended Reality Session with the MacArthur Foundation
Lyr asks the Katie Salen and Eric Zimmerman about the need for educational MMORPGs
Ancient SpacesStudents modeling and creating a
3D interactive game
Scenes from an ISTE Guild in the World of Warcraft
Gamasutra – the Art & Business of Making Games
International Game Developers Association (IGDA.org)
GameDev.net
Game Developer Conferences Vault – 20 years of content http://www.gdcvault.com/
Game Developer Magazine Archives http://www.gdcvault.com/gdmag
The Entertainment Software Association (TheESA.com)
Game Development Resources
DesigningCompellingCharacters
Players andNon-Player Characters
Images ofDr. C’sRebel
Princesses
Our Research on Immersive & Mobile Games
Testing Your Gamer Knowledge When asked, call out the answersGet ready to keep score!
Virtual Worlds Best Practices in EducationMaking a Machinima
Gartner Research Prediction for 2015
By 2015, how many organizations that manage innovation processes will gamify them?
A. 60%B. 80%C. 50%
Gartner Prediction on Gamification
Gartner Research Prediction for 2014
By 2014, what percentage of the current gamified applications will fail to meet business objectives due to poor design?
A. 50%B. 80%C. 75%
Gartner on Gamification Failure
Previous Answer: C. 50%
Gartner Research Prediction for 2018
Gartner on Mobile App Financial SuccessBy 2018, less than what percentage of consumer mobile apps will be considered a financial success by their developers?
A. 0.01% B. 1.0%C. 0.1%
Previous Answer: B. 80%
Gartner PredictionsBy 2015
50% of organizations that manage innovation processes will gamify them – Prediction date: April 12, 2011
By 201480% of the current gamified applications
will fail to meet business objectives due to poor design – Nov 27, 2012
By 2018Less than 0.01% of consumer mobile apps
will be considered a financial success by their developers – Jan 13, 2014
Answer: A. 0.01%
Name the virtual world that helps burn victims manage their pain and reduce their morphine?
A. SnowBall TossB. SnowMan CityC. SnowWorld
Gamers played this game to solve the HIV protease in two weeks that scientists had studied for 10 years
Name that game
A. DNA SequencerB. FoldItC. HIV Cure
Answer: C. SnowWorld
In the games ReMission and ReMission 2, what disease are the players are fighting?
A. Heart DiseaseB. DiabetesC. Cancer
Answer: B. FoldIt
ReMission
Answer: C. Cancer
A NY library held a game with 500 gamers writing a book in one night. Which movie did not use this library?
A. The Adjustment BureauB. GhostbustersC. OblivionD. Breakfast at Tiffany’sE. Head Over HeelsF. A Night at the MuseumG. The Time MachineH. Arthur
Answer: F. A Night at the Museum was not featured at the NYPL
In Ghostbusters, the library ghost scares them outside the library.
In The Adjustment Bureau, the Rose Main Reading room leads to the Adjustment Bureau’s headquarters.
http://www.nypl.org/spacerental/filming/movies-tv
By Jane McGonigal http://janemcgonigal.com/learn-me/
EM and Future Game DesignsRoleplay, Social Games and Simulations
Featuring Head-mounted displays and gestural interfaces
Games for the Future• Alternate reality games• Augmented reality• Games for change• Freeplay games• Serious games• Mobile games• Reality games• Social games • Gamification• Video games• MMORPGs• MMOGs• MUVEs • MUDs
Global currency, incentives and rewardsAn emphasis on social responsibility
In the Slippery Rock Falls game, what is the Traveler trying to avoid?
A. The WaterfallB. The AlligatorC. The Slippery Rocks
Game Design by Spinoza Quinnell, aka Dr. Andrew Stricker
B. The Alligator
A.An emergency room procedureB.Artificial intelligence (AI) with chatbotsC.Geriatric and hospice care
Serious Game DesignsAnswer: B. AI with Chatbots
While opening Pandora’s Box, Delightful Doowangle transforms into a
A.Pillar of FireB.The PhoenixC.Goddess
IFTF Future of the Internet: In Greek mythology, who flew too close to the sun?
A. DaedalusB. IcarusC. Apollo
Game Designs by Penny Galaxy, Delightful Doowangle, Denise Dashrix & Niccrhod, The Greek Mythology TeamAnswer: B. The Phoenix
The badge is a reward for which type of game?
A. Boy/Girl ScoutsB. Greek MythologyC. Gamification
Answer: B. Icarus
What is not featured in this game?
A. Board GameB. Roleplay/SimulationC. Trading Card Game
Game Designs by the Blue Earth team: Rockhopper Tigerfish’s and Zilla1Answer: C. Gamification
Learning Goals, Game Elements and Pedagogy
Game Design by the Space Team: Murtek Viper, Eduardo Capalini, RexMundie & Xavia Zuta
Answer: A. Board Game
CTU Students Design a Space Game
Future Game Designs Will Use Artificial Intelligence for Asynchronous Interaction
Collaboration, Communication andTransdisciplinarity
Scene from a CTU Emerging Media Sick Bay
EM 840 Designs an AquaticsCollectible Card Game in Blue Earth
DCS Research on Shared Leadership in a Hostage Rescue Game
Hostage Rescue Game Control Room
Game Scoreboard
What can we accomplish with games?
Mayan Temple Game Simulation
Avatar Na’v’i as Game CharactersStory, characterization and
aestheticsDevelopment of quality
models and game prototypes
If your identity was similar to the environment, would you learn better?
Participants were water molecules or code fragments from The Matrix.
A somatic computing model-based reasoning game
The Mars Geothermal A STEM Game
CTU IRB 2011
Virtual Harmony Military Open Simulator Enterprise Strategy (MOSES) project
The Mars Expedition Space Simulation
Dr. Cynthia Calongne, Lyr LoboDr. Andrew Stricker, Air UniversityMike McCrocklin, Air UniversityJeanne Holm, NASA JPL
New Media Consortium Symposium on New Media and Learning 2010
Defense GameTech
Federal Virtual Worlds Challenge $25,000 Grand Prize Winner in 2010
Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637and Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
Designing a Game Inside a Game
Photo by C. CalongneGame Design by AgileBill Firehawk
Game-based research
Impact of Video Games on SocietyGames for social change
Game-based learningGames research
Gamification
For More InformationGartner Research 2014 http://www.gartner.com/newsroom/id/2251015Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115
Jane McGonigal (2010). : Gaming can make a better world. Ted Talks. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal (2010). Reality is Broken. http://janemcgonigal.com/
Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization.
http://www.slideshare.net/lyrlobo/gordon-research-conference-2011
Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by educators. EDUCAUSE ELI 2014.
http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators
Artificial Intelligence Resources:Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home
Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations? http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014
Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637 Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
Calongne Curriculum Vitae. http://bit.ly/ccalongne
Game On! Video Games, Simulations and Modeling
Dr. Cynthia CalongneColorado Technical University
DCS Keynote Address, July 19, 2014