Grantmakers in the Arts Conf. Michelle Byrd. WHY GAMES?. Games are expanding:. - $60B Global business - 97% of teenagers in America * - 60% of casual gamers are women * - 27 is the average age of social gamers. Pew Report, Nielsen.
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Games are expanding:
- $60B Global business
- 97% of teenagers in America*
- 60% of casual gamers are women*
- 27 is the average age of social gamers
Pew Report, Nielsen
Federation of American Scientists & National Science Foundation:
“Games offer critical attributes for 21st century learning.”*
* National Summit on Educational Games
Playing and making games foster critical skills necessary for success in a rapidly changing 21st Century world.
+ Systems thinking
+ Digital media literacy
+ Iterative process
+ Problem solving
+ Team building
+ Planning & execution
foundations, non-profits, universities, and government agencies
to further their public interest and educational goals
Vice President Al Gore
Supreme Court Justice
Sandra Day O’Connor
US Chief Technology Officer
Scaffolded / Constrained
Un-scaffolded / Unconstrained
10 reasons why games are a powerful platform for highly engaged learning and social impact
Games are interactive, ‘lean-forward’: players make decisions with consequences resulting in player agency
2. ROLE PLAYING
Games enable players to step into different roles in different worlds, building awareness & empathy
3. CHALLENGES & REWARDS
Games engage players deeply through a delicate
balance of challenges & rewards leading to
highly focused,sustained engagement
Games enable players to try & fail in a safe environment;
experimenting at their own pace until they succeed
Games are increasingly networked, fostering
6. GAMES AS SERVICE
Games are increasingly becoming on-going services that
can be continually optimized for engagement and impact
Games require players to navigate and understand
complex systems, interfaces & rules
8. BITS AND ATOMS
Games are increasingly crossing over into the real-world
through new input devices, mobile & location-aware platforms
Good games create a deep desire to learn.
Play power $10
- 5,000 applicants
COME OUT & PLAY
- 800 + participants over 20 games
Many fail: team does not have necessary skills to execute
Game as Product
Game as Service
customer support for
Many fail: under-resourced,
especially games as service that require on-going resources.
Many fail: Marketing / distribution / context
not baked into design.
A tech platform to create multiple titles with clear separation between back-end and content / GUI.
Multiple titles, multiple platforms, lowering the risk.