TLC Colloquium (Gamification Eco-System)
Transcript of TLC Colloquium (Gamification Eco-System)
Ecosystem(Academic/Industry)
School of Computing, Communication
& Media Studies
Why is it needed ?
i) Relevantii) Researchiii) Employment
CIA
Community
Industry Academic
CIA
Community
Industry Academic
- Marketplace - Feedback
- Talent training- Research
- Development- Commercialize
Platform
CIA
Community
Industry Academic
- Marketplace - Feedback
- Talent training- Research
- Development- Commercialize
Platform
• Entry platform to industry• Awareness
• Research Collaboration• Relevant
• Sales• Market Trend
Academic
i) Provide better experiences for the students
ii) To initiate research projects
Industry
i) Hiring talented studentsii) Finding commercialize-able
ideas
What they are looking for ?
California Institute of the Arts
i) Created by Walt Disney in 1961 by merging an existing art school
ii) Originally provided funding for the school to help develop animators and other talent that would benefit his firm
iii) The school also became a generator of field-changing creative counterculture and avant-garde art
iv) To have luck finding talented students
Example
Research-oriented academic-industry collaboration
Government
Foundations Corporations
The sources of funding for game-related research that goes to universities can be grouped into three categories:
Academic
Research-oriented academic-industry collaboration(Examples – US)
U.S. Army, U.S. Navy, DARPA,National Institutes of Health,
Department of Education, and theNational Science Foundation
Government
Agencies
Research-oriented academic-industry collaboration(Examples – US)
U.S. Army, U.S. Navy, DARPA,National Institutes of Health,
Department of Education, and theNational Science Foundation
Government
Agencies
Academic
Funded game/research projectAmerica’s Army, Full Spectrum Warrior,
and ELECT BiLat
The Army funded USC’s Institute for Creative
Technologies with a five-year, $100 million grant that yields game-related
research for making soldiers more effective
Research-oriented academic-industry collaboration(Examples – US)
Research-oriented academic-industry collaboration(Examples – US)
Research-oriented academic-industry collaboration(Examples – US)
MacArthur Foundation, Robert Wood Johnson Foundation,
HopeLabFoundations
Academic
Sociological studies todetermine how “young people
learn, play, socialize
Game productsGamestar mechanic, Quest
Atlantis
MacArthur’s established a fiveyear,$50 million initiative for Digital Media and Learning
The Robert Wood Johnson Foundation funded an $8.25 million Health Games Research initiative
that is headquartered at the University of California Santa Barbara
Research-oriented academic-industry collaboration(Examples – US)
Research-oriented academic-industry collaboration(Examples – US)
Research-oriented academic-industry collaboration(Examples – US)
• 3D multiuser, computer graphics learning environment that utilizes a narrative programming toolkit to immerse children, ages 9–15
• Combine the best aspects of learning, playing, and helping
• 65,000 children on five continents
Research-oriented academic-industry collaboration(Examples – US)
Microsoft Research division, Google, Motorola, and HumanaCorporate
Academic
Microsoft Research supported RIT’s game-related M.U.P.P.E.T.s
research “Multi-User Programming Pedagogy”
Enhancing Traditional Study – a collaborative virtual world designed to educate students about programming and graphics
Challenges in Industry/Academic Collaboration
Research
Industry little understanding of academia or academic research
The things the industry wants done, it’s doing already
Academic timelines are disjointed from the commercial deadline-oriented culture of industry
Challenges in Industry/Academic Collaboration
Sharing of Technology
Industry doesn’t want to inflict their barely-working engine on poor unsuspecting academics
Some companies treat their engine as IP
Challenges in Industry/Academic Collaboration
Knowledge Transfer
The people in the industry didn’t learn from textbooks
The industry is guild/apprentice like
A developer under crunch won’t respond to academic even if they’d really like to helpand the academy can’t easily promise specifics or results by a given date
Ways to collaborate
1. Student Showcases2. University Demo Days3. Festivals and Events4. Digital Distribution5. Contests6. Mentoring7. Guests Speakers8. External Advisors9. Internship Programs and Other
Conclusion
1. Individuals from the game industry are generally open to collaborating with academia – especially in ways that do not require funding from industry.
2. People from academia need to understand the culture of the game industry
3. Both sides need to balance reality with idealism