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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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Why games
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



Games and learning
GAMES AND LEARNING

Federation of American Scientists & National Science Foundation:

“Games offer critical attributes for 21st century learning.”*

* National Summit on Educational Games


21 st century skill building
21st CENTURY SKILL BUILDING

Playing and making games foster critical skills necessary for success in a rapidly changing 21st Century world.

+ Systems thinking

+ Digital media literacy

+ Iterative process

+ Creativity

+ Problem solving

+ Team building

+ Planning & execution

+ Collaboration


Computer and video games are being embraced by leading

foundations, non-profits, universities, and government agencies

to further their public interest and educational goals




Mainstream adoption
MAINSTREAM ADOPTION

Vice President Al Gore

Supreme Court Justice

Sandra Day O’Connor

US Chief Technology Officer

Aneesh Chopra




Youth creating games
YOUTH CREATING GAMES

C++

College/

Professional

Commercial

Modding

Tools

High

School

Middle

School

Elementary School

Game Design

Programming

Scaffolded / Constrained

Un-scaffolded / Unconstrained




10 reasons why games are a powerful platform for highly engaged learning and social impact


1. PARTICIPATORY

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


4. FUN TO FAIL

Games enable players to try & fail in a safe environment;

experimenting at their own pace until they succeed

5. SOCIAL

Games are increasingly networked, fostering

peer-to-peer, collaborativelearning

6. GAMES AS SERVICE

Games are increasingly becoming on-going services that

can be continually optimized for engagement and impact


9 motivation
9. MOTIVATION

7. COMPLEXITY

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.


10 ubiquity
10. UBIQUITY

XBOX 360

27M

Wii

45M

PCs

Billions

Mobile devices

Billions

Nintendo DS

96M

Sony PSP

42M

Play power $10

TV computer

Wii Ware

XBLA

Sony PSN

Network

Sony PS2

50M

Sony PS3

19M



Centennial of ny public library
CENTENNIAL OF NY PUBLIC LIBRARY

OBJECTIVES:

  • Draw in demo likely never inside research library (teen to 20s)

  • Google + Wikipedia ≠ direct real-world engagement with artifacts

    TACTICS:

  • Collaborate with game designer + author Jane McGonigal

  • Create unique, once-in-a-lifetime activation of the concept

  • Build one experience around live event. Build another for post event.

  • Make access competitive

  • Mission: In 2012, I’ll be the first person to…

  • Stay overnight at the Library

  • Participate in writing a book for the permanent collection

  • Complete 100 quests



Find the future results
FIND THE FUTURE RESULTS

RESULTS

- 5,000 applicants

  • 21,000 interacted with call out – project on FB, You Tube trailer

  • 500 selected participants (70 teams of approx 7 each)

  • 800 pg book created over night as part of permanent collection


River to river festival
RIVER TO RIVER FESTIVAL

COME OUT & PLAY

  • MUSIC, FILM, DANCE, THEATER, ART, PLAY

  • Free, month-long summer outdoor street game series

  • Lower Manhattan and Governor’s Island

  • NYC’s physical environment as backdrop for culture, design

    RESULTS:

    - 800 + participants over 20 games

  • 500 on Governor’s Island for day of 15 games

  • The Commons (aka the “311” game) Real World Game Design winner

  • Cowgirl Cowhunt (1919 manhunt inspired by team tag)

  • Running of the Stocks (Running of Bulls thru Wall Street)

  • Dramatically increased diversity of participants – age, race

  • 1st incorporation of PLAY by Lower Manhattan Cultural Arts Council





Engaging qualified teams
ENGAGING QUALIFIED TEAMS

Game

Design

Production

Art &

Design

Business &

Fundraising

Project Team

Content

Writing

Technology

Many fail: team does not have necessary skills to execute


Sustainable business models
SUSTAINABLE BUSINESS MODELS

Game as Product

Game as Service

Game released,

customer support for

time-bounded period

Game continually

updated, enhanced,

supported 24/7

Boxed Software

Virtual Worlds

Downloaded Software

Social Networking

Many fail: under-resourced,

especially games as service that require on-going resources.


Publishing strategy
PUBLISHING STRATEGY

(1)

Audience

(8)

(2)

Assessment

Context

(3)

(7)

Impact

Execution

(4)

(6)

Platform

Gameplay

(5)

Sustaining

Many fail: Marketing / distribution / context

not baked into design.


A game engine
A GAME ‘ENGINE’

A tech platform to create multiple titles with clear separation between back-end and content / GUI.


A portfolio approach
A PORTFOLIO APPROACH

Multiple titles, multiple platforms, lowering the risk.



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