Coordinator - Computer Specialist - Gifted Facilitator

From Pong to PlayStation

Do you know what MMORPG stands for? Your kids probably do. If you don't, scroll to the bottom of this page...

How is this related to education?

Education Arcade (MIT) - http://www.educationarcade.org/

"Over the past twenty-five years, games have evolved from black-and-white blips made by hobbyists into a complex multi-billion dollar industry. Over the past five years, interactive digital entertainment -- computer and video games, have made significant strides in developing immersive worlds, interactive story, massively multiplayer online communities, and tackling broader range of themes and human experience.

Yet, few, if any examples exist of how this medium might be used to support learning. Traditional "edutainment" is based on limited pedagogical models, and does not take advantage of the games' potential to simulate phenomena, engage the player through story, express ideas creatively, or collaborate with other players. Some existing games like Civilization III could be used to support learning, but few researchers have examined their impact on players' understandings. Part of the games-to-teach project's research mission is to explore how people learn through gaming."

This gaming thing isn't that big, is it?

from Games Investor - http://www.gamesinvestor.co.uk/Thinkpieces/The_Online_Games_market/the_online_games_market.html - January 2000

"With a global market size estimated at over $15bn (exceeding that of the Hollywood film industry) and with individual releases that can, on their first day's sales, gross over $150m in a single territory, the computer and video games industry is clearly no longer child's play. Not only does the games industry out-gross the film industry, but the business model behind games creation is considerably more attractive, with vastly enhanced returns on investment. Games typically cost between $1m and $3m to develop (few have gone beyond $10m and none beyond $26m) but can take as much as $400m or more at retail."

from The Entertainment Software Association - http://www.theesa.com/

$7.3 billion in U.S. entertainment software sales in 2004.
$7.0 billion in U.S. entertainment software sales in 2003.
$6.9 billion in U.S. entertainment software sales in 2002.
$6.35 billion in U.S. entertainment software sales in 2001.
$6.0 billion in U.S. entertainment software sales in 2000.
$6.1 billion in U.S. entertainment software sales in 1999.
$5.5 billion in U.S. entertainment software sales in 1998.
$4.4 billion in entertainment software sales in 1997.
$3.7 billion in entertainment software sales in 1996.
$3.2 billion in U.S. entertainment software sales in 1995.

Top 50 Grossing Movies - http://movieweb.com/movies/box_office/alltime.php
- How do the games compare to the movies?

But seriously, this is just kids' stuff, right?

From Newsweek - July 2003

Education: Summa Cum Laude in Grand Theft Auto?

Nearly 200 colleges worldwide now offer coursework in videogame development

Once the domain of dropouts who couldn!=t stay away from the computer long enough to attend class, the videogame industry is fast developing its own branch of academia. Nearly 200 colleges worldwide now offer coursework in videogame development, and roughly two dozen more offer comprehensive programs.

AMONG THEM IS Southern Methodist University, which will open its doors this week to its first class of gamers. For $37,000, the 31 students in the 18-month certificate program will take classes in programming, animation and physics while creating their own game prototypes. The program's director, David Najjab, says the recent development of videogame schools will revolutionize gaming in the same way 1960s film schools expanded the profession of moviemaking. "I truly think it will be the media of the 21st century," he says. But just because top gaming grads often earn up to $70,000 straight out of school doesn!=t mean that hours spent shooting cops in Grand Theft Auto is necessarily the best preparation. Rusty Rueff, head of human resources at Electronic Arts, says that aspiring developers need to have a firm grip on linear algebra and geometry as well as a talent for design and programming. In short, students with an eye on a videogame degree would do well to set the controller aside and spend some time with that medium from an earlier era: books.

from BBC News - May 2003
http://news.bbc.co.uk/1/hi/education/2932488.stm Computer games degree 'not Mickey Mouse' A university degree which focuses on computer games is not "Mickey Mouse", an academic has claimed.

Sheffield Hallam University has begun recruiting for a Masters course in entertainment software development which begins in October.

Principal lecturer Bob Steele said it was aimed at skilled computer programmers who wanted to be part of the £12bn worldwide gaming industry.

He said it was far removed from stereotypical cultural studies projects analysing anything from David Beckham to science fiction movies.

'Not just about the games'

Mr Steele said the course had been developed in response to the needs of the industry and would work closely with multinational firms including PlayStation maker Sony - which is sponsoring part of the course.

He said: "This is a serious business worth a lot of money. We need to work with the industry to develop the programmers of the future.

"The course relates to a industry which is fast maturing.

"There is this image of games programmers as nerds sitting alone in their bedrooms but its just not like that anymore.

"Often games are developed in large teams of 20 plus people, over a number of years, working with budgets of several million pounds.

"And it's not just about the games. The whole entertainment software industry is taking off with everything from interactive TV to the simulations used in industry.

"It all feeds off the computer games industry."

Mr Steele said the course was intended for students serious about working in the industry, who can expect to earn salaries of £30,000 and above.

In January, higher education minister Margaret Hodge angered many people in higher education when she described some university courses as "Mickey Mouse".

Related Links/Resources

Apple Games - http://www.apple.com/games/
Apple Games - Hardware - http://www.apple.com/games/hardware/
Apple Games - Kids and Learning - http://www.apple.com/games/gettingstarted/kids/
Apple - Pro/Audio - Clint Bajakian - http://www.apple.com/pro/audio/bajakian/

Blizzard Entertainment Job Listings - http://www.blizzard.com/jobopp/

Breaking In (Getting into the game industry) - http://www.igda.org/breakingin/

ClassicGaming.com - The Museum - http://www.classicgaming.com/museum/

Education Arcade (MIT) - http://www.educationarcade.org/

Entertainment Software Association - http://www.theesa.com/

Exploring the Psychology of MMORPGs - http://www.nickyee.com/hub/home.html

Henry Jenkins (MIT Comparative Media Studies) - http://web.mit.edu/21fms/www/faculty/henry3/

Intellivision Lives - http://www.intellivisionlives.com/

Marc Prensky - http://www.marcprensky.com/

Nick.com Wave Rave online multiplayer game - http://www.nick.com/games/waverave/

PONG-Story - http://www.pong-story.com/

Runescape online multiplayer game - http://www.runescape.com/

Terminology - http://wow.warcraftstrategy.com/terminology.php

The Video Game Museum - http://www.vgmuseum.com/

Violence and Gaming
ESA Research and Links - http://www.theesa.com/youthviolence.html

Rethinking Virtual Violence: A Critique of Methodologies used in Violent Video Game Research - http://www.nickyee.com/ponder/violence.html

Red Pixels: Exploring the Connection Between Virtual and Real-life Violence http://www.nickyee.com/ponder/redpixels.html


Okay, MMORPG stands for Massively Multiplayer Online Role-Playing Games.
Visit http://www.mmorpg.com/ to learn more.

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