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Play is older than civilization.
                          Johan Huizinga


©2007 Savage Geckos
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
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
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
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
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
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
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
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
Who is Playing?
            57% male
            43% female
            Over 18: 28%
            Males 6-17: 21%
            70% of College
             Students
                          (Pew Internet Survey)



    ©2007 Savage Geckos
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
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
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
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
A State-of-the-Art Gaming Center
                      An ever-changing mix:




©2007 Savage Geckos
                           PC Gaming
A State-of-the-Art Gaming Center
                      An ever-changing mix:




Guitar Hero and Networked Gaming Systems
©2007 Savage Geckos
A State-of-the-Art Gaming Center
                      An ever-changing mix:




  Dance Dance Revolution (DDR)
©2007 Savage Geckos
A State-of-the-Art Gaming Center
     An ever-changing mix:




                      Pool Tables Air Hockey Arcade Games
©2007 Savage Geckos
A State-of-the-Art Gaming Center
       An ever-changing mix:


Tournaments:
  Intramural
  Rivalries




  ©2007 Savage Geckos
A State-of-the-Art Gaming Center
     An ever-changing mix:
Retail
Counter:
Products;
Buy, Sell,
Trade
Video
Games


 ©2007 Savage Geckos
A State-of-the-Art Gaming Center
     An ever-changing mix:

                       Social Aspects




Building
 Community

 ©2007 Savage Geckos
CyGamZ


      You can learn more about a
   [person] in an hour of play, than
    in a year of conversation. PLATO
©2007 Savage Geckos
Student Quotes
 “This    is my home
      away from home!”

 “I        love it here”




©2007 Savage Geckos
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
Student Quotes
                       “The DDR machine
                        is awesome!”

                       “Ibought a semester
                        pass, it’s awesome!”




©2007 Savage Geckos
From the Blogs…




©2007 Savage Geckos
Operational Issues
   Mature, Inappropriate Content
   Keeping Game Inventory Current
   Preventing
      Loss/Theft
   Outside
      Competition
©2007 Savage Geckos
Operational Issues
 Licensing
 Pay for Play vs. Service Model
 Competitions, money and sponsors
 Keeping             the Atmosphere “Hip”




©2007 Savage Geckos
New
                           Trends


     Increasing  Expectations of the
      Millennial Generation
     Multimedia, Interactive Gaming
      Centers
©2007 Savage Geckos
New Trends
 Wireless  Gaming from
  Everywhere with On-Campus
  Gaming Servers
 Intercollegiate Tournaments




©2007 Savage Geckos
New Trends
                              Revenue-
                               Generating
                               Sponsors
                              Evolving
CyGamZ                         Technology


 ©2007 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 ©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
  • 15. A State-of-the-Art Gaming Center An ever-changing mix: ©2007 Savage Geckos PC Gaming
  • 16. A State-of-the-Art Gaming Center An ever-changing mix: Guitar Hero and Networked Gaming Systems ©2007 Savage Geckos
  • 17. A State-of-the-Art Gaming Center An ever-changing mix: Dance Dance Revolution (DDR) ©2007 Savage Geckos
  • 18. A State-of-the-Art Gaming Center An ever-changing mix: Pool Tables Air Hockey Arcade Games ©2007 Savage Geckos
  • 19. A State-of-the-Art Gaming Center An ever-changing mix: Tournaments: Intramural Rivalries ©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
  • 21. A State-of-the-Art Gaming Center An ever-changing mix: Social Aspects Building Community ©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
  • 23. Student Quotes  “This is my home away from home!”  “I love it here” ©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
  • 26. From the Blogs… ©2007 Savage Geckos
  • 27. Operational Issues  Mature, Inappropriate Content  Keeping Game Inventory Current  Preventing Loss/Theft  Outside Competition ©2007 Savage Geckos
  • 28. Operational Issues  Licensing  Pay for Play vs. Service Model  Competitions, money and sponsors  Keeping the Atmosphere “Hip” ©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