Title: 1972
11972
2Games are getting Serious
1999 1 mil
2002 1 mil 75 SG
2003 3 mil 125 SGS
2004 50 million (est) 300 SGS, 300 Ed.Arc.,
150 SGH, 500 SG
3Citizens. Countries. Video Games. The US Army
keeps them all free.
4Homes of our Own, 2002
5Full Spectrum Warrior, 2004
6Games in the new economy
Understanding your workers, markets, and new
opportunities
- Kurt Squire
- University of Wisconsin-Madison
- ADL Academic Co-Lab
7Games
- Are changing our cultural values
- Who are these workers, customers?
- Are changing day-to-day
- Marketing, training
- Create new business opportunities
- Where might Madison fit?
8Game Cultures
Or why your workers think theyre superheroes
9Get a Masters in Civ3
- Open-access
- Open source
- Meritocraties
Squire, K. (forthcoming). The Higher Education of
Gaming. To appear in eLearning.
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12During Action Reports
13Key Features of Game Cultures
- Open access
- Race, gender, class
- Emphasis on knowledge, status
- Transparent mechanics
- Open knowledge
- Anyone can design a course
- Thinking made visible
- Real intellectual work online
- From users to designers
- Designer challenges to understand AI
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15wikipedia
16games business
- From Squire, K. (forthcoming). Going beyond
elearning. Report to the Masie Center.
17advergaming
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20Yaya Media
- Results
- Average game play of 7.6 minutes.
- 32 of players spent 20 minutes or more playing
- 22 of players invited a friend to play and 66
of those invited clicked through - Viral emails sent to a friend had open rates of
66, far exceeding the industry average for
typical acquisition emails - 15 of game players requested vehicle brochures
vs. the website which has a 0.7 brochure request
rate.
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25Biohazard
26Results
- I learned that you really want to go where the
people are the closest, since you can't pick up
more than one, your best strategy is to get them
as closely as possible. The team scoring that
promotes competition between teams. I like that.
Can we play against NY? - I wish we looked that cool.
27Games in B2B
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29Key Walkaways
- Games are important enculturation force
- Changing your employees, customers values
- Games are more than entertainment
- Training, Marketing, Research, B2B
- Cross industry
- Government, Academia, business
- Global phenomena
- Japan, Sweden, Eastern European
30So where can we go?
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33http//www.academiccolab.org/initiatives/gapps.htm
l
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35For more information
- James Paul Gee
- Kurt Squire
- kdsquire_at_education.wisc.edu
- Constance Steinkuehler
- - steinkuehler_at_wisc.edu
36So what do we do?
- Games are about radically different social
organizations - Consumer ? Producer
- Multiple information and attention spaces
- Consider some of the mechanisms of games
- Choice, Failure, Consequences, Replay
- From content ? Context
- You might consider serious games
- Lots of new products
- Lots of low-cost solutions (flash, excel)
37Games are a Disruptive Medium
- Personally meaningful, tailored
- Embodied learning
- Learning through failure
- Producers and consumers blurred
- Transmedia experience (Pokemon)
- Information is just-in-time
- Learning is collaborative
- Embedded assessments