Showing posts with label Gamers. Show all posts
Showing posts with label Gamers. Show all posts

Wednesday, March 3, 2010

Leveraging Virtual Worlds with Karl Kapp

We had the honor of having Dr Karl Kapp keynote the second day of the Winter 2010 ICT Educator Conference held the first week of January in San Francisco. Karl is a professor of Instructional Technology, author, speaker and expert on the convergence of learning, technology and business. His background teaching e-learning classes, knowledge of adult learning theory and experience training CEOs and front line staff provides him with a unique perspective on organizational learning.

Karl teaches graduate-level courses on topics of virtual learning worlds, e-learning applications and the business of e-learning at Bloomsburg University and consults with Fortune 500 organizations on implementing virtual learning worlds and learning technologies. He is author of four books including, Gadgets, Games and Gizmos for Learning and Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration, co-authored with Tony O'Driscoll.

Karl's keynote was delivered at the beautiful San Francisco Microsoft facility (Thanks Microsoft!) and titled Leveraging Virtual Worlds, Web 2.0 and Smart Phones for Educational Excellence. Here's a description of the presentation:

Are your classroom interactions designed to teach the new breed of learner - a learner raised on a steady diet of video games, electronic gadgets, and the Smartphones? Wondering how to integrate new technologies into your classroom? Can't imagine why anyone would want video games and Twitter in the classroom? Learn how the consumer-based gadgets, games and web widgets are changing community college education forever. The influence of games, virtual worlds and Web 2.0 on learning preferences, expectations and collaboration is just now becoming visible and is profoundly impacting community colleges. Learn how to leverage this technology for educational excellence. See examples of virtual worlds teaching science, iPods teaching basic chemistry, simulations teaching aircraft testing, and gadgets increasing student interactions in the classroom.

Click the image below to watch and listen to Karl's presentation - it is excellent.
Want to see more of Karl - check out his blog at www.karlkapp.blogspot.com

Here's other ways to watch and listen:

To access show notes and audio of Karl Kapp's 45 minute and 50 second video podcast titled Leveraging Virtual Worlds, Web 2.0 and Smart Phones for Educational Excellence with Karl Kapp click here.

Listen to it directly in your web browser by clicking here.

If you have iTunes installed you can subscribe to our podcasts by clicking here.

Monday, June 22, 2009

Pokemon Video Game Championship Series

A couple of weeks ago I got up early to drive down to the Pokemon Video Game Northeastern Championship Series in King of Prussia (outside Philadelphia) with my daughter. Nintendo runs these competitions around the U.S. and Japan, culminating in a World Championship event being held this year in San Diego on August 14.

Nintendo splits the competition into two age groups - a Juniors Category for players born on or after January 1, 1997 and a Seniors Category for players born on December 31, 1996 or earlier. I've always found the age grouping odd - you often have 12 year old kids competing against much older adults which, to me as a parent, is a little bit creepy.

The competitor selection process is also setup in an odd way. There are only 128 competition slots in each age group with players randomly selected. We arrived around 7:00 and waited for registration to open - by the time registration ended there we're close to 500 people signed up for the 128 place older age group lottery. Names were randomly pulled and 128 people were selected to compete. Yes, there were 40-plus year old adults competing with 12 year old kids. There were also a lot of discouraged kids (and parents) who traveled some long distances only to not have their name pulled.

I ended up sitting for a while with a guy in his late thirties who had competed in the first round of the seniors category and lost. He told me he had not spent much time preparing for the competition and was really only there to throw his name into the lottery for a chance at the give-aways only the people that compete get. He was extremely proud of the DS (game) sticker he had "won" telling me "Only the people that compete get these special stickers".

I asked him if it bothered him that he had taken a competition slot from a 12 year old who had likely spent a lot more time preparing than he did - he told me "No, not at all".

My Flickr picture set for the event is linked here http://www.flickr.com/photos/gordonfsnyder/sets/72157620201140204/

Monday, March 17, 2008

Banning Video Games in Boston?

There's been a lot of controversial discussion here in Massachusetts - Boston Mayor Menino wants to ban retailers from selling violent video games to people under the age of 18. In an article today describing Menino's proposal, the Boston Herald published a list of some of the most violent games along with brief descriptions:

NARC - Player takes the role of a narcotics agent attempting to take a dangerous drug off the streets and shut down the KRAK cartel while being subject to temptations, including drugs and money. To enhance abilities, players can take drugs, including pot, Quaaludes, ecstasy, LSD and “Liquid Soul” which provides the ability to kick enemies’ heads off.

Grand Theft Auto: San Andreas - Player is a young man working with gangs to gain respect. His mission includes murder, theft, and destruction on every imaginable level. Player recovers his health by visiting prostitutes, then recovers funds by beating the prostitutes to death and taking their money. Player can wreak as much havoc as he likes without progressing through the game’s storyline.

Condemned - A creepy first-person shooter where gamers are on the trail of a serial killer. It features ferocious hand-to-hand combat scenes where gamers use an array of blunt objects such as metal pipes, nail-covered 2-by-4s, fire axes, sledgehammers and signposts to elimate a host of deranged enemies.

Resident Evil 4 - The gamer is a special forces agent sent to recover the president’s kidnapped daughter. During the first minutes of play, it’s possible to find the corpse of a woman pinned to a wall by a pitchfork through her face.

50 Cent: Bulletproof - The game is loosely based on the gangster lifestyle of rapper Curtis ‘50 Cent’ Jackson. Player engages in gangster shootouts and loots the bodies of victims to buy new 50 Cent recordings and music videos.

A second Boston Herald article describes how gamers are claiming Menino’s proposal is unconstitutional, citing nine federal court decisions that have rejected similar bids in recent years. Editor of GamePolitics.com and blogger for the Entertainment Consumers’ Association Dennis McCauley, is also quoted in the second Herald article:

We don’t believe that a 10-year-old should be playing Grand Theft Auto, but it really is the parent’s responsibility to decide what the child should and shouldn’t play.

These are certainly games any parent would not want their young children playing.

Friday, July 20, 2007

Casual Gaming = Big Business

The Hollywood Reporter has reported that Nickelodeon will make an investment of $100 million in the development of casual games. Casual games are games that are typically played for a few minutes at a time - examples include puzzle and card games. This announcement was made by Nickelodeon Kids and Family Group President Cyma Zarghami at the Casual Connect Gaming Conference yesterday in Seattle. Zarghami is quoted:

"Particularly in the kids' space, with more than 86% of kids 8 to 14 gaming online, we see great momentum for online casual gaming,"

Also, according to The Reporter:

"Included in the Nickelodeon initiative is myNoggin, a preschool educational game in the form of a subscription service; an expansion of the Nicktropolis multiplayer games franchise; Nick Gaming Club, Nickelodeon's first subscription offering featuring multiplayer games with 3-D avatars; the-NGames.com, a casual gaming site geared toward female teens; and the transformation of the site Neopets.com to NeoStudios, a property centering on the creation of new online virtual world experiences".

In addition, the Casual Game Association (CGA) has released some preliminary data from their Casual Games 2007 Report. Here's a few preliminary data highlights from a MCV press release:

The number of games being submitted to major online portals has doubled over the past two years, suggesting an increase in new publishers developing more titles.

In 2006 the most popular casual games were Mystery Case Files, Diner Dash, Cake Mania, Bejeweled and Slingo.

Women still make up the majority (74%) of all paying players online with men now represent about half of the much-larger non-paying player universe.

The number of games being submitted to major online portals has doubled over the past two years, suggesting an increase in new publishers developing more titles.

The rapid growth of the casual games market has prompted companies to create games for more audiences and also for more platforms, including the Internet, PC and Macintosh computers, Xbox, PlayStation, Nintendo DS, Wii and even mobile phones and PDAs.

The full CGA report will be released in the fall - if you are interested in receiving a copy watch the CGA website at http://www.casualgamesassociation.org or send an email to datastudy@casualgamesassociation.org