More Related Content Similar to Using Video Games to Promote Positive Social Interaction on Campus - 2007 (20) Using Video Games to Promote Positive Social Interaction on Campus - 20071. Play is older than civilization.
Johan Huizinga
©2007 Savage Geckos
2. Cultural and Market Shift
“...If you're over 35, chances are you
view video games as, at best, an
occasional distraction... If you’re
under 35, games are a major
entertainment and a part of life. In that
sense, they are similar to what rock „n‟
roll meant to boomers.”
– USA Today, by Kevin Maney, November 17, 2004
©2007 Savage Geckos
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
©2007 Savage Geckos
4. Which Leads Us to…
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?
©2007 Savage Geckos
5. Game Center Industry
US: Over 650 Game Centers
CHINA: 90% of World Game Centers
Largest in the World: 1777 PCs
Growing Worldwide Industry
©2007 Savage Geckos
6. Myth vs. Truth
Myth: Video Games Truth: “the
are Bad For You. complexity of
modern … video
games makes
today's media
consumer sharper
than those of 30
years ago.
-Steven Johnson
Everything Bad is Good For You
©2007 Savage Geckos
7. Myth vs. Truth
Myth: Video Games lead Truth: “According 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. “
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
©2007 Savage Geckos
8. Myth vs. Truth
Myth: Gamers are young Truth: “Forty-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).”
-The ESA
©2007 Savage Geckos
9. Myth vs. Truth
Myth: Gamers are anti-social Truth: “Students cited gaming
as a way to spend more time
with friends.”
-Pew Internet and American Life Survey, Let
The Games Begin
“What 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
advice…?
-USA Today
©2007 Savage Geckos
10. Who is Playing?
57% male
43% female
Over 18: 28%
Males 6-17: 21%
70% of College
Students
(Pew Internet Survey)
©2007 Savage Geckos
11. A focal point for social interaction
and diverse community on campus:
Gaming Center
brings
diverse community
EMU’s Population
African Savage Geckos
©2007 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
©2007 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
©2007 Savage Geckos
14. A State-of-the-Art Gaming Center
An ever-changing mix:
Variety of Networked
and Online
Consoles and PCs
Enhanced Environment
– large screens,
projectors
©2007 Savage Geckos
20. A State-of-the-Art Gaming Center
An ever-changing mix:
Retail
Counter:
Products;
Buy, Sell,
Trade
Video
Games
©2007 Savage Geckos
22. CyGamZ
You can learn more about a
[person] in an hour of play, than
in a year of conversation. PLATO
©2007 Savage Geckos
24. Student Quotes
“It’s like hanging out
in my basement with
my friends.”
“Its great when a
group shows up
and we connect.”
©2007 Savage Geckos
25. Student Quotes
“The DDR machine
is awesome!”
“Ibought a semester
pass, it’s awesome!”
©2007 Savage Geckos
27. Operational Issues
Mature, Inappropriate Content
Keeping Game Inventory Current
Preventing
Loss/Theft
Outside
Competition
©2007 Savage Geckos
29. New
Trends
Increasing Expectations of the
Millennial Generation
Multimedia, Interactive Gaming
Centers
©2007 Savage Geckos
30. New Trends
Wireless Gaming from
Everywhere with On-Campus
Gaming Servers
Intercollegiate Tournaments
©2007 Savage Geckos
31. New Trends
Revenue-
Generating
Sponsors
Evolving
CyGamZ Technology
©2007 Savage Geckos