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Race Of Gamers

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					“YOU WILL NEVER KNOW WHAT YOUR FUTURE MIGHT BRING,BUT I KNOW”,SAID YOUR HARDWORK!!!!
-R.RR

Race Of Gamers
Baby Boomers WW2
  

Generation X1960-1970
  

Millennials 1980
   

TV generation Typewriters Memos

Video games Computers Email

The Web Multiple, mobile devices Instant messaging Online communities

Digitally literate

Themes

Always on

Experiential

Mobile

Community-oriented

Play A Game……
Learning Preferences Strengths

 Multitasking

 Teamwork
 Technology  Structure  Engagement & excitement  Experiential activities

 Goal orientation  Positive attitudes

 Collaborative style
 Technology savvy

Gamers at work…..
By age 21, the average person will have spent…

 10,000 hours video games  200,000 emails  20,000 hours TV

 10,000 hours cell phone
 Under 5,000 hours reading

The way they live it……
 An 8th grader plays video games an average of 5 hours/week
 By high school, 77% of students have played games  69% have played games since elementary school  By college, nearly all students have experienced games  Game sales nearly $7 billion

College Gamers…..
      60% of college students are regular game players Games are part of students’ multitasking environment Games are integrated into daily life (and studying) Students do not feel gaming impacts their studies Men play more games than women Computer games are most common form of games (video, computer, online) Students not exposed to games in the classroom



Games as socializing
Students play games to socialize
Students play games while socializing Online game communities blossom

TYPES OF GAMERS

Committed gamers
Wanna be’s Fun seekers

Driven by challenge; high tolerance for frustration; self-motivated Identify with committed gamers; less tolerant of frustration Seek immediate gratification;

Time killers

Play games to kill time; shallow players; want immediate rewards

Games in Education

Games support
   

Active learning Experiential learning Problem-based learning Immediate feedback

Environments include
 




Problem solving in difficult systems Creative expression Social relationships examine & evaluation

Individualized Games adapt to the level of the individual while providing support Challenging Motivating Social Games are built with multiple levels, ensuring user’s skills are challenged Games engage users for hours in pursuit of a goal Games can be played with others; online communities provide engagement



Combines physical world and virtual world circumstance


Embeds learners in real situations

Results

  

Augmented reality: engaging and easy Cooperation and competition in game play Gender patterns appear (males are number driven; females are less in gamers)

The first ever game was named as PONG, it came to the play streets around 70’s and have a look at the first ever game………..PONG

“LOVE INDIA, NEVER BREAK DOWN, NEVER LET A GIRL TO DO A MAN’S JOB,

BE DIFFERENT”
THANK YOU,

-R.RAJKUMAR *.* KEWL8 STAY

“C0NC3NTRATI0N C0NC3PT”


				
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posted:4/13/2009
language:English
pages:18
Description: This is a presentation about various kinds of computer gamers.