5. Network Games
3276% Change
$22B in 2006
EA
$2.85/$500M
NCSoft
$125M/$50M Atoms
Bits 1,000,000
Subscribers
paying $10 a
month -
Garriott
6. Network Games -
First successful
subscription model
on net.
Shift 3 – Stand alone games to network games. Flat rate
retail to monthly fees.
7. The Growth of Video
Games
• U.S. Sales $3.2 billion in 1995
$10.4 billion in 2003
• 50% 0f all Americans ages 6 and
older play video games!
• 239 Million video and computer
games sold last year in the U.S.
• Forecasted AAG at 8 to 10 %
14. Today games are a dominant
force in personal technology
innovation
15. May 1995
Today games are changing
our culture
October 1999
Children and young adults at the forefront of this
technological wave are changing the fundamental
constructs of personal technology, computer, and
Internet innovation.
19. Games now influence the events
they simulate
Intertextuality
There is a conversation happening between games
and society and the outcome of this conversation is
that games are directly influencing the world in
which we live.
25. Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains
from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
26. Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to provide
integrated training
anytime, anywhere.
Advancements are
being transferred
across industries
from business
prototypes to
hospitality training.
Integrated research in
tracking, registration, re
ndering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
36. Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
41. Player is Incident
Commander or subordinate
crisis responder. Responds
to events with choices that
should mirror Department of
Justice NICS doctrine.
• Tactical Map set in player‟s
home county
• ICS “hints” throughout
gameplay
• Coordination and
communication required for
success
• Full-scale training is
unaffordable for small
jurisdictions*
• Permits widespread
distribution to many users*
*88% of all jurisdictions are
considered to be small.
Incident Commander
Recommendation: Emphasize human-to-
human computer mediated
communication, interaction and learning.
42. Virtual U models the attitudes and
behaviors of the academic
community in five major areas of
higher education anagement:
• Spending and income decisions
such as operating budget, new
hires, incoming donations, and
management of the endowment;
• Faculty, course, and student
scheduling issues;
• Admissions standards, university
prestige, and student enrollment;
• Student housing, classrooms, and
all other facilities; and
• Performance indicators.
Enlight Software, the Jackson Hole Higher Education Group, and the Institute for
Research on Higher Education at the University of Pennsylvania (data), with support
from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
44. food-force.com
Produced by the
United Nations'
World Food
Programme, Kids join
a team of emergency
aid workers to save
the fictitious island of
Sheylan from
starvation caused by
drought and civil
war.
The team goes on six
missions to help save
the island. The
additional missions
cleverly use games to
demonstrate how
emergency aid
teams acquire
food, make food
packs, deliver food
and establish long-
term food supplies.
52. How Have Video Games Changed
the Learner?
• Increased situational awareness (University of
Rochester Study)
• Improved pattern recognition and spatial
processing abilities (UCLA Prof. Patricia Marks Greenfield)
• Improved inductive reasoning, users “learn by
doing” (Prof. Sherry Turkle, MIT)
• Video game players are comfortable with
processing large amounts of data.
• Game players have an insatiable desire to
“win”!
54. Games and the Innovation
Gap
Builders versus
Consumers
Innovation GapWe must create a generation of critical
thinkers capable of creating innovation!
80% of the top 500 companies are listing "Innovation" as one of the
top three priorities in 2002 / 2003.
(The Innovation Gap By Jim Kochanski, Paul Mastropolo and Gerry Ledford)
Companies receiving the
Most U.S. Patents in 2001
Company Number of Patents
IBM 3,453
NEC 1,966
Canon Kabushiki Kaisha 1,877
Micron Technology 1,643
Samsung Electronics 1,451
Matsushita Electrical Industrial 1,447
Sony 1,392
Hitachi 1,283
Mitsubishi 1,210
Fujitsu 1,208
55. • In 2002 there were over 30,000
Counter-Strike servers
• Second place was Unreal
Tournament with about 9,800
• In 2004, GameSpy over 85,000
players playing Counter-Strike
at any point in time
• In 2004 accounted for almost
70 percent of the online FPS
audience.
• Over 4.5 billion minutes of
Game provide the motivation, and
tools to create innovation
Example: The game „MOD‟ community
Modder:
Definition: An individual who modifies a game using
tools either created, or provided, in order to create an
entirely new gaming experience.
CounterStrike™
Builders
Innovators
57. Games are taken Seriously
Serious Games
Definition: Games used for
education, training, health, and
public policy.
58. ISD meets games and they
evolve
IDSI‟s Game-based Learning Simulation
Model™
(GLSM)™
integrates the benefits of
games, simulations, and instructional
systems design.
59. To create a new discipline
Instructional Game Based
System DesignIGSD™
Developing effective game-based learning is, to date, the most advanced application of
learning theory to technology. Its intricacy and sophistication requires senior,
academically, and experientially qualified instructional and game designers.
(Marci Murawski, 2005)
60. Effective IGSD is a binary
process
Instructional Design
Game Design
“In a game based simulation Game Design and Instructional System Design MUST co-
exist, each inter-dependent with the other.”
Design
SpecificationsConsequence
Story
Setting
Rules
Interactivity
“Game Based Simulation”
61. Effective IGSD begins with sound
Instructional Design
Learner
Design
Learning
Objective
s
Provide
Design
Specification
s
There is no COTS Solution
62. Effective IGSD ends with sound
Game Design
Design
SpecificationsConsequence
Story
Setting
Rules
Interactivity
63. Context
• Who
• What
• Why
• When
• Where
Narrative
Story & Setting
Story
&
Setting
Internal
External
68. Multiple Levels of Engagement
Psychomotor
Cognitive
Affective
ENGAGEMENT
69. Experiential Fidelity
– Prepares the learner for the emotional states and
sensory inputs that could impact “real-world”
performance
– Harnesses Mood Dependence (Your chances of
remembering an event or fact are greater if you evoke
the emotional state you were in at the time of
experiencing the event or learning the fact) .
– Low Risk Experimentation / Viewable Consequences
Game Based Simulations Provide
Experiential Fidelity
70. GamesGames™Intelligent
Games become intelligent
The next phase in game based learning is
the game that will asses you and use that
knowledge to dynamically and
change the simulated environment to
provide you with a tailored maximized
learning experience.
i
intelligently
71. iGames adapt to the learner
Learner
ActionsBehaviors
Actors
And
Avatars
Environment
Interface
External Narrative
Instructional Narrative
Personal Narrative
Dynamically
Modify
Intelligent
Adaptive Learning
IDSI‟s Model of Dynamic Adaptability in
Game Based Learning™
Copyright 2005 IDSI
72. How do we measure
success?
• Tracking of learner
performance
• Capture all decision points
for instructor review and
assessment
• Playable replay of simulation
• Capture emergent learner
behaviors for „Lessons
Learned‟
Game/Sim
Content
LMS CMS
73. In Conclusion
IDSI’s Game based simulations !
– Offer “cost effective” tools for developing strategic
and critical thinking skills
– Supports the “Digital Culture”
– Bridges socio-economic divides in access and
knowledge
– Provides “Experiential Fidelity”, i.e. the whole
experience
75. GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
Educational Pull
76. Clarke
Aldrich, Learnin
g by Doing : A
Comprehensive
Guide to
Simulations, Co
mputer
Games, and
Pedagogy in e-
Learning and
Other
Educational
Experiences, 20
05 Games
Simulations Pedagogy
[Learning
Games]
77. Note: You
do not
need a
computer
for any of
this…
Games
Simulations Pedagogy
[Learning
Games]
84. Female, 4,
8%
Male, 46,
92%
Average Age Respondent 15
Avg. Age Start Playing Games 5
Avg. Hours of Play Per Week 24
% Mod‟ers 34%
Average Hours Mod'ing Per Wk. 5
Average Age Start Mod'ing 12
50 Game Camp Respondents to Date
86. Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
91. Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser‟s
study, surgeons who currently
play or previously played video
games had a 37% reduction in
errors and accomplish
laparoscopic surgical tasks
27% quicker.
93. Neuro Evolved Robotic Operatives
Agents cope with changing environments and
situations, optimize resource management, and
form adaptive tactical solutions in real time.
Stanley,
Bryant,
Perry,
Patterson,
Gold,
Thibault,
Miikkulainen
IC2 Institute: NERO
Game Builder – AI for Sensors
96. REMIXING –
Constructive media
remixing
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization
and learning
(communal).
GROUP –
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World
= Digital
Divide
100. This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
Institute. The study was designed and
analyzed, and the report was written by a
team at The University of Texas at Austin:
Aliza Gold, Senior Producer and
Researcher at the Digital Media
Collaboratory, part of the IC² Institute
Emily Durden, PhD candidate in Sociology
Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational
Psychology
Ana Boa-Ventura, PhD candidate in
Communication
The research team would like to thank the
participating schools and their
administrators:
Elgin Middle School
Goodnight Middle school
Miller Junior High
Fleming Middle School
101. Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2 Institute, UT Austin, Forthcoming
107. Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2 Institute, UT Austin, Forthcoming
108. • Students have professional aspirations, but
lack knowledge about how to reach
professional goals.
• Opportunities to learn about and explore
careers are not available at school or
accessed by the majority of students.
• Students lack knowledge about the context
and content of careers.
A. Gold, IC2 Institute, UT Austin, Forthcoming