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Exploring Computer
      Science
      Video Games
Why talk about games?
Why talk about games?
• You play them
• Major economic force
• Deep impact on culture and society
• History of pushing limits of computing
• Likely to play a big role in many aspects of
  your life
Who plays games?
Source: ESA “Essential Facts”, 2009
How much money is
there in games? Where
  does it come from?
Generate more revenue than Hollywood!




                    http://www.sfgate.com/cgi-bin/article.cgi?f=/chronicle/archive/2004/12/18/MNGUOAE36I1.DTL
In-game advertising
Franchises
New Monetization Methods




Mochi Coins, OfferPal, SuperRewards, TrialPay, etc...
                                               www.christophercummings.com
Direct Payments




Disguise microtransactions as donations; sell limited edition items
                                                www.christophercummings.com
How has mobile
affected gaming?
“We set out to get a million users in a year.
And we got a million users in ten days.”
     - Bart Decrem, CEO Tapulous
                                 www.christophercummings.com
300 new games daily in the App store




Very hard to break through the noise
                          www.christophercummings.com
Could games have
positive side-effects?
Changes to your brain
• “Tetris effect” -- brain uses less glucose
• Red areas: cortex became thicker after 3
  months
• Blue areas: areas functioned more efficiently
Eyesight
• Tendency to assume games kill eyesight
• Expert gamers outperform non-gamers at
  visual tasks
• Contrast perception increased by UT over
  the Sims (43% greater)
Cooperation
• Cooperative games lead to pro-social
  behavior in clinical studies in US and
  Germany
• Strategy game players exhibit leadership
  skills
Are games addictive?
Games and the brain
• Hot area of study
• Success releases dopamine in brain reward
  circuit (maybe more in men than women?)
• Provides escape from daily life
• Provides the perfect level of challenge
  (http://discovermagazine.com/2007/brain/
  video-games)
What productive things
 can be accomplished
   through games?
Freerice
Human-powered
       Computing
• Computers are very bad at certain things
 • Recognizing objects in pictures
 • Gauging relevance
 • Reading handwriting
• Give users points and they’ll do it for you!!
Case study: Second Life
Second Life
• 3-D Virtual World
• Run by Linden Lab
• Residents are avatars
• Not really a game -- an alternate
  reality
• Free to join
• Owning land costs money
You’re not target
   users... yet
Country          %                                          Average Age
                                                               Adult
United States        31.19%   Age         %                    Grid
France               12.73%
                              13-17             1.23%                33
Germany              10.45%
                              18-24           27.16%
United Kingdom       8.08%
                              25-34           38.88%
Netherlands          6.55%
Spain                3.83%                                  Average Age
                                                               on Teen
Brazil               3.77%    35-44           21.13%           Grid
Canada               3.30%    45 +            11.61%                 15
Belgium              2.63%
Italy                1.93%                              F            M
Australia            1.48%    2006    September             43.76%       56.24%
Switzerland          1.29%    2006    October               42.65%       57.35%
Japan                1.29%    2006    November              42.14%       57.86%
Sweden               0.95%    2006    December              41.42%       58.58%
Denmark              0.88%    2007    January               41.11%       58.89%
China                0.61%    2007    February              41.07%       58.93%
Linden Dollar
• $1 ~ $250
• Currency market to buy and sell
Uses for school and
       work?
Visualizing biology in Second Life
Conferences in Second Life
Advertising
• Many big brands have real estate
• Interactive, huge audience, low costs
How does networking
and the Internet affect
       games?
Social Games




Zynga (FarmVille, etc) has $50M annual revenues
                                            www.christophercummings.com
Threat to consoles
• July 2009
 • 38% decrease in hardware sales from
    previous year
 • Wii dropped 45%
 • PlayStation 3 dropped 59%
Massively Multiplayer
  Online Games
What kinds of content can
 users generate and how
does that affect game play?

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