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Online games (those that require an Internet connection, typically for multiplayer interaction) ... 31% reported playing online games at least once a week. ... – PowerPoint PPT presentation

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Title: steve jones


1
  • steve jones

2
  • Generation Communication
  • College Students, the Internet, Gaming Learning
  • Steve Jones, Ph.D.
  • Senior Research Fellow, Pew Internet
    American Life Project
  • Professor of Communication, University of
    Illinois at Chicago
  • Research Associate, Electronic Visualization
    Laboratory
  • Adjunct Research Professor of Communication,
    University of Illinois at Urbana-Champaign

3
GenComm
  • Overview
  • Background
  • What we know about todays students, their
    internet use, and gaming
  • What it means - implications
  • Q A

4
Background - Computing
  • First computing experience mid-1970s Digital PDP
    8/e

5
Background - Computing
  • UIUC late-1970s mainframes, punch cards paper
    tape

6
I was using Plato
But not this Plato...
7
PLATO IV at UIUC
  • And, games were a big part of my student life

8
PLATO
  • PLATO (Programmed Logic for Automatic Teaching
    Operations) invented by Prof. Don Bitzer,
    University of Illinois at Urbana - Champaign,
    early 1960s
  • What were some other features?
  • Talkomatic Term-Talk one-to-one chat
  • Notes evolved into Personal Notes (think Usenet)
    and Group Notes (think Lotus Notes)
  • Multiplayer games
  • A lot of talking about music
  • Plus ça change, plus cest la net?

9
Space War on PLATO
  • Space War, Empire, Airfight, Freecell

10
Background - Pew Internet American Life Project
  • Dedicated to examining the Internet's role in
    everyday life in the U.S.
  • Funded by the Pew Charitable Trusts
  • January 2000 - December 2005and beyond?
  • Core research is a daily tracking survey, RDD,
    nationwide sample, asking about Internet use

11
Background - GenComm
  • Paper survey distributed in 2002 to students at
    27 higher ed. institutions in U.S. - 1,162
    surveys returned.
  • Online survey randomly distributed in May 2004 to
    college instructors at institutions of higher
    education across the United States - 2,316
    respondents.
  • Online survey randomly distributed among college
    students at 25 U.S higher ed. institutions in
    Spring 2005.
  • Observations and interviews conducted at 10
    universities.

12
Background - GenComm
  • Our goals were largely descriptive
  • Market research tends to focus on adoption and
    revenue and is largely predictive.
  • Social science research tends to focus on
    potential social problem areas, such as
    addiction, social isolation, emerging violence
    and aggression primarily in children 18 years and
    younger, outcomes.
  • Studies dealing with everyday use and the
    integration of internet and gaming in young
    peoples social lives are still neglected.

13
What We Know - The Internet Goes to College
14
What We Know - The Internet Goes to College
15
What We Know - The Internet Goes to College
16
What We Know - The Internet Goes to College
17
What We Know - The Internet Goes to College
18
What We Know - The Internet Goes to College
19
What We Know - The Internet Goes to College
  • The Internet is a social technology for college
    students, but it is not the only one
  • Two-thirds (69) of college students said they
    are more likely to use the phone than the
    Internet to communicate socially, even though 85
    of college students consider the Internet to be
    an easy and convenient choice for communicating
    with friends
  • Cell phone use while being online is prevalent
  • 61 of 18 - 24 year olds own a cell phone (and
    the number is rising)

20
What We Know - The Internet Goes to College
  • Top Three Internet Tools

21
What We Know - The Internet Goes to College
22
What We Know - The Internet Goes to College
  • Has plagiarism increased in your students work
    since the internets spread?
  • Yes - 44
  • No - 23
  • Undecided - 33

23
What We Know - The Internet Goes to College
  • Do you use the Internet to check for plagiarism?
  • Yes - 74
  • No - 26

24
What We Know - The Internet Goes to College
  • Faculty comments
  • Confusion reigns about the difference between
    academic sources and internet blog or junk
    sources. Im amazed at how little students seem
    to know about how best to research via the
    internet.
  • It is a mixed blessing for student research that
    the internet provides, as both a great resource
    and an unfortunate substitute for sustained
    research and inquiry.

25
What We Know - The Internet Goes to College
  • Most faculty computer use is split between home
    (51) and work (49).
  • Slightly more student computer use (59) takes
    place at home.
  • For checking email 93 of college students,and
    92 of college faculty, reported using their home
    computers the most.
  • Observations in campus computer labs showed that,
    while often crowded, students do not spend a
    great deal of time in them.

26
What We Know - The Internet Goes to College
  • Mobility (wi-fi, laptops) becoming more common.
  • 17 of faculty reported using wi-fi, laptops
  • Public spaces can quickly become public computer
    labs, for long periods of time.
  • Students often sit and work together in such
    spaces.
  • But as in other public areas generally segregate
    by race, ethnicity and/or gender.

27
What We Know - The Internet Goes to College
  • Weblogs, or blogs, increasingly common among
    faculty and students.
  • Multi-tasking very common.
  • Downloading and file sharing continue.
  • 60 of college students said they had done it,
    compared with 28 of all Internet users in the
    U.S.

28
What We Know - The Internet Goes to College
  • Student and faculty library use has decreased as
    time spent in the library ...but
  • Library use has increased as access to materials.

29
Background - The Gaming Landscape
  • Three categories of games (not mutually
    exclusive)
  • Video games (e.g., those requiring consoles and
    television sets, like Nintendo, Sega, Xbox, etc.)
  • Computer games (e.g., those that require a PC
    only)
  • Online games (those that require an Internet
    connection, typically for multiplayer
    interaction).

30
What We Know - The Gaming Landscape
  • 70 of students surveyed reported playing video,
    computer or online games at least once in a
    while.
  • 65 of students reported being regular or
    occasional game players.
  • All of those surveyed reported to have played a
    video, computer or online game at one time or
    another.

31
What We Know - The Gaming Landscape
  • Of the 27 of college students who said they do
    not occasionally or regularly play video,
    computer, or Internet games at all the primary
    reasons for not playing
  • 20 cited lack of interest
  • 13 cited waste of time
  • Only 2 cited a lack of electronic gaming
    resources
  • Only .5 cited unfamiliarity with games

32
What We Know - The Gaming Landscape
  • More women than men reported playing computer and
    online games
  • Approximately 60 women compared to 40 men
  • About the same number of men and women reported
    playing video games

33
What We Know - The Gaming Landscape
  • Computer games hold a slight edge in popularity

34
What We Know - The Gaming Landscape
  • Computer games also have an edge over video games
    and online games in time used
  • 27 reported playing video games at least once a
    week.
  • 31 reported playing online games at least once a
    week.
  • 37 reported playing computer games at least once
    a week.
  • Daily, twice as many college students play an
    online (14) or a computer (13) game as play a
    video game (6).
  • Nearly half (45) of college students reported
    going online just to play or download games.

35
What We Know - The Gaming Landscape
36
What We Know - The Gaming Landscape
  • Began playing at an early age

37
What We Know - The Gaming Landscape
  • Where do they play?

38
What We Know - The Gaming Landscape
  • Does it impact their academic lives?
  • 66 said gaming had no influence on their
    academic performance.
  • However, on another question 48 agreed that
    gaming keeps them from studying some or a
    lot.
  • 9 said their main motivation for playing games
    was to avoid studying.
  • College student gamers reported hours studying
    per week match those reported by college students
    in general
  • 62 study for classes no more than 7 hours per
    week, and 15 study 12 or more hours per week.

39
What We Know - The Gaming Landscape
  • What about their experiences using games for
    learning?
  • 69 reported having no exposure to video,
    computer, or Internet gaming in the classroom for
    educational purposes.
  • 32 of students surveyed admitted playing games
    that were not part of the instructional
    activities during classes.

40
What We Know - The Gaming Landscape
  • What do video gamers want in a game?
  • 23 - realistic graphics
  • 22 - excitement
  • 15 - interactivity (15) third in importance
  • What types of games do video gamers favor?
  • 26 - racing
  • 17 - role-playing/adventure
  • 16 - arcade games
  • Card games were the predominant interest of both
    computer and online gamers.

41
Implications
42
What It Means - Implications
  • Students and faculty expect near-ubiquitous
    Internet access.
  • Even in class, at events, concerts, dining,
    recreation and leisure areas.
  • Faculty are coming to expect this as well.
  • They also expect high speed access.

43
What It Means - Implications
  • Increasing habit of using the most convenient
    computer, the one at hand.
  • Mixing of work and social activity online.
  • Mirrored by blurring of boundaries between work
    and home, work and leisure.
  • A pre-internet problem for academics?

44
What It Means - Implications
  • Issues apparent with the spread of cell phones,
    such as etiquette and distraction, are likely to
    emerge as students are able to access the
    Internet anywhere, including in classrooms.
  • Students and teachers would benefit from tools
    for presence and awareness.

45
What It Means - Implications
  • Non-tech infrastructure needs better integration
    with faculty, student work. Professional
    development
  • Increasing expectations of technology use.
  • Students critical of profs who dont use tech,
    but more critical of those who use it badly.
  • Collaboration and interdisciplinarity will
    continue to increase in part due to Internet use.


46
What It Means - Implications
  • The Web in particular has become an information
    cornerstone for students and faculty.
  • Might there be consequences?

47
What It Means - Implications
48
Implications - The Gaming Landscape
  • Perhaps the most important trend spotted is the
    integration of gaming into other activities.
  • Take time between classes to play a game.
  • Play a game while visiting with friends or
    instant messaging.
  • Play games as a brief distraction from writing
    papers or doing other work.
  • Play games when bored (regardless of setting).

49
Implications for Learning - The Gaming Landscape
  • Age
  • of students.
  • of teachers/faculty.
  • Are we at a verge?
  • Is there a gaming divide?
  • Higher family incomes correlate to higher
    likelihood of gaming.
  • But, race does not seem to be a factor in gaming.

50
The Future Gaming/Learning Landscape
  • VICI
  • Visualization
  • Interaction
  • Collaboration
  • Immersion
  • What might it look like?

51
The CAVE
52
The CAVE
53
Immersadesk
54
GeoWall, Autostereo Beyond
55
An Example of an IVE- Virtual Harlem
56
Implications - The Gaming Landscape
  • Global high-speed networks
  • Culture and language
  • Public support

57
Questions?
58
For More Information
  • Websites
  • http//info.comm.uic.edu/jones/
  • http//www.evl.uic.edu
  • http//www.pewinternet.org
  • http//aoir.org
  • E-mail
  • sjones_at_uic.edu

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