Posts Tagged ‘game design’

Pew Internet Study - All teens are gamers

Wednesday, September 17th, 2008

Pew Study on Youth Gaming

The Pew Internet project, an initiative of the non-profit think-tank Pew Center today released the results of a nationwide U.S. survey on youth and gaming, called “Teens, Video Games, and Civics.” The authors interviewed over 1,000 youth.  For those of us in the space, the broad conclusions are not surprising.  The study found that 97% of teens ages 12-17 play computer, web, portable, or console games.  But more detailed cuts of the data highlight some interesting facts:

For example, 65% of game-playing teens play with other people who are in the room with them.  Also, 27% play games with people who they connect with through the Internet.  Clearly, gaming is increasingly becoming a social experience for youth, a way to transplant offline relationships online, or to form ones entirely.

Also, the survey found that the game play characteristics in which teens play games are correlated to their interest and engagement in civic and political activities.  We’ve often talked about the importance of serious games, which serve some underlying purpose other than pure entertainment.  The writers of the report, note,

“Longitudinal and quasi-experimental studies have identified a set of civic learning opportunities (such as simulations of civic or political activities, helping others, and debating ethical issues) that promote civic outcomes among youth. Many of these civic learning opportunities parallel particular elements of video game play.”

The offline-online dynamics of serious game play are fascinating in terms of thinking about games that we can build that reflect the real world, but that also carry meaning past the game itself, into the real world.  This includes building context for kids and teens in important areas like political activism, charity, and social awareness.

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EA Launches Long Awaited Spore

Monday, September 8th, 2008

Yesterday, EA released its long awaited massively single-player online game, Spore.  The game has received widespread acclaim over the past several months because of its technological richness and creative storyline and game design.  Spore allows a player to control the evolution of a species from its earliest beginnings, through its entire development.  The game is in the tradition of classics like Civilization and SimCity.

Players can populate their world in Spore using creatures that they, or others, make.   Even though the game is single player, objects or creatures built by users get uploaded to a master database for others to download and rate.  The game uses a sophisticated form of design called procedural animation.

The game has transplanted real-world debates into the realm of educational game design.  For instance, critics note how the game raises questions on creationism vs. evolution.  Game creators have even referred to their perspective as “creativolution.”  When it comes to educational games, does the content have to project a specific pedagogical theme? Or it can be open-ended? Spore allows for unbound creativity in universe design, but how much should that design reflect real-world constraints imposed by science? One might expect a similar debate when thinking about how real environmental concerns like global warming should be reflected in the game environmnet, if at all.

Here is a TV ad for the game and a link to the official website:

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