Delivered to the ACUI on April 2007. "Using Video Games to Promote Positive Social Interaction on Campus" (PDF). Gaming Technology. Savage Geckos LLC. Retrieved 2009-07-31
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Using Video Games to Promote Positive Social Interaction on Campus - 2007
1. Play is older than civilization.
Johan Huizinga
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2. Cultural and Market Shift
โ...If you're over 35, chances are you
view video games as, at best, an
occasional distraction... If youโre
under 35, games are a major
entertainment and a part of life. In that
sense, they are similar to what rock โnโ
roll meant to boomers.โ
โ USA Today, by Kevin Maney, November 17, 2004
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3. A Brief History of Games on Campus
Popular Game Campus Presence
Characteristics
1960 ๏Mechanical arcade games Coin-op game rooms in student center
๏Too expensive and bulky for provide a focal point for social
personal use interaction and community
1970 ๏ Mechanical and electronic Coin-op game rooms in student center
arcade games provide a focal point for social
1980 ๏ Still expensive and bulky interaction and community
1990
๏ Mass marketed PCs and Coin-op game popularity wanes as
2000 consoles students stay home and play on more
๏ Personal systems at home sophisticated personal systems.
๏ Increasing realism and multi-
Despite the integration of games into
player networking cultural fabric, campus social
interaction and community
๏ Cultural and market shift
opportunities are lost
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4. Which Leads Us toโฆ
Today and Beyond:
How to leverage the technology and
cultural attributes of modern video
games to re-create a focal point for
social interaction and community on
campus?
Or more practically:
What do we do with the old game rooms that are under used?
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5. Game Center Industry
๏ US: Over 650 Game Centers
๏ CHINA: 90% of World Game Centers
๏ Largest in the World: 1777 PCs
๏ Growing Worldwide Industry
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6. Myth vs. Truth
๏ Myth: Video Games ๏ Truth: โthe
are Bad For You. complexity of
modern โฆ video
games makes
today's media
consumer sharper
than those of 30
years ago.
-Steven Johnson
Everything Bad is Good For You
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7. Myth vs. Truth
๏ Myth: Video Games lead ๏ Truth: โAccording to federal
to youth violence. crime statistics, the rate of
juvenile violent crime in the
United States is at a 30-year
low.
Researchers find that people
serving time for violent
crimes typically consume
less media before
committing their crimes than
the average person in the
general population. โ
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
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8. Myth vs. Truth
๏ Myth: Gamers are young ๏ Truth: โForty-three
white men percent of all game
players are women. In
fact, women over the
age of 18 represent a
greater portion of the
game-playing
population (28 percent)
than boys from ages 6
to 17 (21 percent).โ
-The ESA
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9. Myth vs. Truth
๏ Myth: Gamers are anti-social ๏ Truth: โStudents cited gaming
as a way to spend more time
with friends.โ
-Pew Internet and American Life Survey, Let
The Games Begin
๏ โWhat we saw was that gaming
is a very social activity. There
might be one person at the
controls, but there are five or
six people looking at the
screen, talking and giving
adviceโฆ?
-USA Today
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10. Who is Playing?
๏ 57% male
๏ 43% female
๏ Over 18: 28%
๏ Males 6-17: 21%
๏ 70% of College
Students
(Pew Internet Survey)
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11. A focal point for social interaction
and diverse community on campus:
Gaming Center
brings
diverse community
EMUโs Population
African Savage Geckos
ยฉ2007 Asian Latino Native American White International
12. How They Play
Free time spent
w/ sports, reading,
volunteering,
religion, and
creative
endeavors is still
3x the 6.8 hrs.
spent on gaming
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13. Types of Systems
PCs Consoles
Xbox 360
Xbox
PlayStation 3
PlayStation 2
GameCube
Nintendo Wii
Sony PSP
Nintendo DS
Game Boy
Advance
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14. A State-of-the-Art Gaming Center
An ever-changing mix:
Variety of Networked
and Online
Consoles and PCs
Enhanced Environment
โ large screens,
projectors
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24. Student Quotes
๏ โItโs like hanging out
in my basement with
my friends.โ
๏ โIts great when a
group shows up
and we connect.โ
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25. Student Quotes
๏ โThe DDR machine
is awesome!โ
๏ โIbought a semester
pass, itโs awesome!โ
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27. Operational Issues
๏ Mature, Inappropriate Content
๏ Keeping Game Inventory Current
๏ Preventing
Loss/Theft
๏ Outside
Competition
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28. Operational Issues
๏ Licensing
๏ Pay for Play vs. Service Model
๏ Competitions, money and sponsors
๏ Keeping the Atmosphere โHipโ
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29. New
Trends
๏ Increasing Expectations of the
Millennial Generation
๏ Multimedia, Interactive Gaming
Centers
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30. New Trends
๏ Wireless Gaming from
Everywhere with On-Campus
Gaming Servers
๏ Intercollegiate Tournaments
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31. New Trends
๏ Revenue-
Generating
Sponsors
๏ Evolving
CyGamZ Technology
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