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Play is older than civilization.
                          Johan Huizinga


ยฉ2007 Savage Geckos
Cultural and Market Shift
  โ€œ...If you're over 35, chances are you
  view video games as, at best, an
  occasional distraction... If youโ€™re
  under 35, games are a major
  entertainment and a part of life. In that
  sense, they are similar to what rock โ€žnโ€Ÿ
  roll meant to boomers.โ€
  โ€“ USA Today, by Kevin Maney, November 17, 2004
ยฉ2007 Savage Geckos
A Brief History of Games on Campus
                          Popular Game                    Campus Presence
                          Characteristics
 1960                 ๏ƒ˜Mechanical arcade games          Coin-op game rooms in student center
                      ๏ƒ˜Too expensive and bulky for      provide a focal point for social
                       personal use                     interaction and community

 1970                 ๏ƒ˜ Mechanical   and electronic     Coin-op game rooms in student center
                        arcade games                    provide a focal point for social
 1980                 ๏ƒ˜ Still expensive and bulky       interaction and community

 1990
                      ๏ƒ˜ Mass  marketed PCs and          Coin-op game popularity wanes as
 2000                   consoles                        students stay home and play on more
                      ๏ƒ˜ Personal systems at home        sophisticated personal systems.
                      ๏ƒ˜ Increasing realism and multi-
                                                        Despite the integration of games into
                        player networking               cultural fabric, campus social
                                                        interaction and community
                      ๏ƒ˜ Cultural and market shift
                                                        opportunities are lost

ยฉ2007 Savage Geckos
Which Leads Us toโ€ฆ
  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?




ยฉ2007 Savage Geckos
Game Center Industry
๏ƒ˜ US: Over 650 Game Centers
๏ƒ˜ CHINA: 90% of World Game Centers
๏ƒ˜ Largest in the World: 1777 PCs
๏ƒ˜ Growing Worldwide Industry




ยฉ2007 Savage Geckos
Myth vs. Truth
๏ƒ˜     Myth: Video Games      ๏ƒ˜   Truth: โ€œthe
      are Bad For You.           complexity of
                                 modern โ€ฆ video
                                 games makes
                                 today's media
                                 consumer sharper
                                 than those of 30
                                 years ago.

                                    -Steven Johnson
                                     Everything Bad is Good For You


ยฉ2007 Savage Geckos
Myth vs. Truth
๏ƒ˜     Myth: Video Games lead   ๏ƒ˜   Truth: โ€œAccording 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€œ

                                   http://www.pbs.org/kcts/videogamerevolution/impact/myths.html




ยฉ2007 Savage Geckos
Myth vs. Truth
๏ƒ˜     Myth: Gamers are young   ๏ƒ˜   Truth: โ€œForty-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

ยฉ2007 Savage Geckos
Myth vs. Truth
๏ƒ˜     Myth: Gamers are anti-social   ๏ƒ˜   Truth: โ€œStudents cited gaming
                                         as a way to spend more time
                                         with friends.โ€

                                         -Pew Internet and American Life Survey, Let
                                         The Games Begin


                                     ๏ƒ˜   โ€œWhat 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
                                         adviceโ€ฆ?
                                               -USA Today


ยฉ2007 Savage Geckos
Who is Playing?
๏ƒ˜            57% male
๏ƒ˜            43% female
๏ƒ˜            Over 18: 28%
๏ƒ˜            Males 6-17: 21%
๏ƒ˜            70% of College
             Students
                          (Pew Internet Survey)



    ยฉ2007 Savage Geckos
A focal point for social interaction
  and diverse community on campus:




                                                                         Gaming Center
                                                                             brings
                                                                       diverse community


                         EMUโ€™s Population
African Savage Geckos
   ยฉ2007         Asian     Latino   Native American   White   International
How They Play
                               Free time spent
                               w/ sports, reading,
                               volunteering,
                               religion, and
                               creative
                               endeavors is still
                               3x the 6.8 hrs.
                               spent on gaming




ยฉ2007 Savage Geckos
Types of Systems
                      PCs   Consoles
                                 Xbox 360
                                 Xbox
                                 PlayStation 3
                                 PlayStation 2
                                 GameCube
                                 Nintendo Wii
                                 Sony PSP
                                 Nintendo DS
                                 Game Boy
                                    Advance



ยฉ2007 Savage Geckos
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




   ยฉ2007 Savage Geckos
A State-of-the-Art Gaming Center
                      An ever-changing mix:




ยฉ2007 Savage Geckos
                           PC Gaming
A State-of-the-Art Gaming Center
                      An ever-changing mix:




Guitar Hero and Networked Gaming Systems
ยฉ2007 Savage Geckos
A State-of-the-Art Gaming Center
                      An ever-changing mix:




  Dance Dance Revolution (DDR)
ยฉ2007 Savage Geckos
A State-of-the-Art Gaming Center
     An ever-changing mix:




                      Pool Tables Air Hockey Arcade Games
ยฉ2007 Savage Geckos
A State-of-the-Art Gaming Center
       An ever-changing mix:


Tournaments:
  Intramural
  Rivalries




  ยฉ2007 Savage Geckos
A State-of-the-Art Gaming Center
     An ever-changing mix:
Retail
Counter:
Products;
Buy, Sell,
Trade
Video
Games


 ยฉ2007 Savage Geckos
A State-of-the-Art Gaming Center
     An ever-changing mix:

                       Social Aspects




Building
 Community

 ยฉ2007 Savage Geckos
CyGamZ


      You can learn more about a
   [person] in an hour of play, than
    in a year of conversation. PLATO
ยฉ2007 Savage Geckos
Student Quotes
๏ƒ˜ โ€œThis    is my home
      away from home!โ€

๏ƒ˜ โ€œI        love it hereโ€




ยฉ2007 Savage Geckos
Student Quotes
๏ƒ˜ โ€œItโ€™s   like hanging out
      in my basement with
      my friends.โ€

๏ƒ˜ โ€œIts   great when a
      group shows up
      and we connect.โ€

ยฉ2007 Savage Geckos
Student Quotes
                      ๏ƒ˜ โ€œThe DDR machine
                        is awesome!โ€

                      ๏ƒ˜ โ€œIbought a semester
                        pass, itโ€™s awesome!โ€




ยฉ2007 Savage Geckos
From the Blogsโ€ฆ




ยฉ2007 Savage Geckos
Operational Issues
  ๏ƒ˜ Mature, Inappropriate Content
  ๏ƒ˜ Keeping Game Inventory Current
  ๏ƒ˜ Preventing
      Loss/Theft
  ๏ƒ˜ Outside
      Competition
ยฉ2007 Savage Geckos
Operational Issues
๏ƒ˜ Licensing
๏ƒ˜ Pay for Play vs. Service Model
๏ƒ˜ Competitions, money and sponsors
๏ƒ˜ Keeping             the Atmosphere โ€œHipโ€




ยฉ2007 Savage Geckos
New
                           Trends


    ๏ƒ˜ Increasing  Expectations of the
      Millennial Generation
    ๏ƒ˜ Multimedia, Interactive Gaming
      Centers
ยฉ2007 Savage Geckos
New Trends
๏ƒ˜ Wireless  Gaming from
  Everywhere with On-Campus
  Gaming Servers
๏ƒ˜ Intercollegiate Tournaments




ยฉ2007 Savage Geckos
New Trends
                             ๏ƒ˜ Revenue-
                               Generating
                               Sponsors
                             ๏ƒ˜ Evolving
CyGamZ                         Technology


 ยฉ2007 Savage Geckos

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Using Video Games to Promote Positive Social Interaction on Campus - 2007

  • 1. Play is older than civilization. Johan Huizinga ยฉ2007 Savage Geckos
  • 2. Cultural and Market Shift โ€œ...If you're over 35, chances are you view video games as, at best, an occasional distraction... If youโ€™re under 35, games are a major entertainment and a part of life. In that sense, they are similar to what rock โ€žnโ€Ÿ roll meant to boomers.โ€ โ€“ USA Today, by Kevin Maney, November 17, 2004 ยฉ2007 Savage Geckos
  • 3. A Brief History of Games on Campus Popular Game Campus Presence Characteristics 1960 ๏ƒ˜Mechanical arcade games Coin-op game rooms in student center ๏ƒ˜Too expensive and bulky for provide a focal point for social personal use interaction and community 1970 ๏ƒ˜ Mechanical and electronic Coin-op game rooms in student center arcade games provide a focal point for social 1980 ๏ƒ˜ Still expensive and bulky interaction and community 1990 ๏ƒ˜ Mass marketed PCs and Coin-op game popularity wanes as 2000 consoles students stay home and play on more ๏ƒ˜ Personal systems at home sophisticated personal systems. ๏ƒ˜ Increasing realism and multi- Despite the integration of games into player networking cultural fabric, campus social interaction and community ๏ƒ˜ Cultural and market shift opportunities are lost ยฉ2007 Savage Geckos
  • 4. Which Leads Us toโ€ฆ 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? ยฉ2007 Savage Geckos
  • 5. Game Center Industry ๏ƒ˜ US: Over 650 Game Centers ๏ƒ˜ CHINA: 90% of World Game Centers ๏ƒ˜ Largest in the World: 1777 PCs ๏ƒ˜ Growing Worldwide Industry ยฉ2007 Savage Geckos
  • 6. Myth vs. Truth ๏ƒ˜ Myth: Video Games ๏ƒ˜ Truth: โ€œthe are Bad For You. complexity of modern โ€ฆ video games makes today's media consumer sharper than those of 30 years ago. -Steven Johnson Everything Bad is Good For You ยฉ2007 Savage Geckos
  • 7. Myth vs. Truth ๏ƒ˜ Myth: Video Games lead ๏ƒ˜ Truth: โ€œAccording 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€œ http://www.pbs.org/kcts/videogamerevolution/impact/myths.html ยฉ2007 Savage Geckos
  • 8. Myth vs. Truth ๏ƒ˜ Myth: Gamers are young ๏ƒ˜ Truth: โ€œForty-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 ยฉ2007 Savage Geckos
  • 9. Myth vs. Truth ๏ƒ˜ Myth: Gamers are anti-social ๏ƒ˜ Truth: โ€œStudents cited gaming as a way to spend more time with friends.โ€ -Pew Internet and American Life Survey, Let The Games Begin ๏ƒ˜ โ€œWhat 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 adviceโ€ฆ? -USA Today ยฉ2007 Savage Geckos
  • 10. Who is Playing? ๏ƒ˜ 57% male ๏ƒ˜ 43% female ๏ƒ˜ Over 18: 28% ๏ƒ˜ Males 6-17: 21% ๏ƒ˜ 70% of College Students (Pew Internet Survey) ยฉ2007 Savage Geckos
  • 11. A focal point for social interaction and diverse community on campus: Gaming Center brings diverse community EMUโ€™s 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 ยฉ2007 Savage Geckos
  • 13. Types of Systems PCs Consoles Xbox 360 Xbox PlayStation 3 PlayStation 2 GameCube Nintendo Wii Sony PSP Nintendo DS Game Boy Advance ยฉ2007 Savage Geckos
  • 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 ยฉ2007 Savage Geckos
  • 15. A State-of-the-Art Gaming Center An ever-changing mix: ยฉ2007 Savage Geckos PC Gaming
  • 16. A State-of-the-Art Gaming Center An ever-changing mix: Guitar Hero and Networked Gaming Systems ยฉ2007 Savage Geckos
  • 17. A State-of-the-Art Gaming Center An ever-changing mix: Dance Dance Revolution (DDR) ยฉ2007 Savage Geckos
  • 18. A State-of-the-Art Gaming Center An ever-changing mix: Pool Tables Air Hockey Arcade Games ยฉ2007 Savage Geckos
  • 19. A State-of-the-Art Gaming Center An ever-changing mix: Tournaments: Intramural Rivalries ยฉ2007 Savage Geckos
  • 20. A State-of-the-Art Gaming Center An ever-changing mix: Retail Counter: Products; Buy, Sell, Trade Video Games ยฉ2007 Savage Geckos
  • 21. A State-of-the-Art Gaming Center An ever-changing mix: Social Aspects Building Community ยฉ2007 Savage Geckos
  • 22. CyGamZ You can learn more about a [person] in an hour of play, than in a year of conversation. PLATO ยฉ2007 Savage Geckos
  • 23. Student Quotes ๏ƒ˜ โ€œThis is my home away from home!โ€ ๏ƒ˜ โ€œI love it hereโ€ ยฉ2007 Savage Geckos
  • 24. Student Quotes ๏ƒ˜ โ€œItโ€™s like hanging out in my basement with my friends.โ€ ๏ƒ˜ โ€œIts great when a group shows up and we connect.โ€ ยฉ2007 Savage Geckos
  • 25. Student Quotes ๏ƒ˜ โ€œThe DDR machine is awesome!โ€ ๏ƒ˜ โ€œIbought a semester pass, itโ€™s awesome!โ€ ยฉ2007 Savage Geckos
  • 27. Operational Issues ๏ƒ˜ Mature, Inappropriate Content ๏ƒ˜ Keeping Game Inventory Current ๏ƒ˜ Preventing Loss/Theft ๏ƒ˜ Outside Competition ยฉ2007 Savage Geckos
  • 28. Operational Issues ๏ƒ˜ Licensing ๏ƒ˜ Pay for Play vs. Service Model ๏ƒ˜ Competitions, money and sponsors ๏ƒ˜ Keeping the Atmosphere โ€œHipโ€ ยฉ2007 Savage Geckos
  • 29. New Trends ๏ƒ˜ Increasing Expectations of the Millennial Generation ๏ƒ˜ Multimedia, Interactive Gaming Centers ยฉ2007 Savage Geckos
  • 30. New Trends ๏ƒ˜ Wireless Gaming from Everywhere with On-Campus Gaming Servers ๏ƒ˜ Intercollegiate Tournaments ยฉ2007 Savage Geckos
  • 31. New Trends ๏ƒ˜ Revenue- Generating Sponsors ๏ƒ˜ Evolving CyGamZ Technology ยฉ2007 Savage Geckos