LEARNING EVERYWHERE A

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1 LEARNING EVERYWHERE A look at Pervasive Gaming and Education Magy Seif El-Nasr Associate Professor Northeastern University

2 MOVING AWAY FROM THE CLASSROOM

3 MOVING AWAY FROM THE CLASSROOM Opportunities of the design: Acquire information synchronous and asynchronous Empower the learner to seek information Tailor to needs and life styles

4 MOVING AWAY FROM THE CLASSROOM Opportunities of the design: Acquire information synchronous and asynchronous Empower the learner to seek information Tailor to needs and life styles Challenges of the design: Motivation: Drop out rates, harder to keep the routine, etc. Tracking progress is complex the more flexible the design

5 MOVING AWAY FROM THE CLASSROOM Challenges of the design: Motivation: Drop out rates, harder to keep the routine, etc. Tracking progress is complex the more flexible the design

6 MOVING AWAY FROM THE CLASSROOM Challenges of the design: Motivation: Drop out rates, harder to keep the routine, etc. Tracking progress is complex the more flexible the design Look at Game Industry for: Motivation Retention & Adherence Tracking and feedback

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10 CHANGES IN THE GAME INDUSTRY

11 GAME INDUSTRY CHANGES We#are#at#the#end#of#the# #7 th 'genera+on'of#game#consoles# as#well#as#the#middle' #of#a#grand'experiment'in# # #and#the#beginning#of#what#could#be#the# # #new#business'models'and# # # #last'genera5on'of#dedicated#gaming#hardware# # # #mone+za+on#methodologies# 2004' 2005' 2006' 2007' 2008' 2009' 2010' 2011' 2012'

12 GAME INDUSTRY IN 2010

13 GAME INDUSTRY IN 2010 Online/Mobile Gaming is growing 2009: 32% to 2014: 50% share of total video games

14 GAME INDUSTRY IN 2010 Online/Mobile Gaming is growing 2009: 32% to 2014: 50% share of total video games Casual/Social online Games are growing $2.25B revenue 2007 to $3B revenue 2009

15 GAME INDUSTRY IN 2010 Online/Mobile Gaming is growing 2009: 32% to 2014: 50% share of total video games Casual/Social online Games are growing $2.25B revenue 2007 to $3B revenue 2009 Smartphone Market share is accelerating 2009: 14.5% to 2010: 18.8% of total market

16 THREE PATTERNS

17 THREE PATTERNS Change in demographics: wider audience

18 THREE PATTERNS Change in demographics: wider audience Change in interaction paradigms: cross platform play, increase in mobile & online

19 THREE PATTERNS Change in demographics: wider audience Change in interaction paradigms: cross platform play, increase in mobile & online Change in production pipeline: Game analytics Integration of incremental changes Community management Community events

20 SPA PLAY Pervasive Health Game

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22 PENS (PLAYER EXPERIENCE NEED SATISFACTION) MODEL Relatedness+ Mo#va#on' Game+Play+ Competency+ Autonomy+

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25 Theme Based Visualization Relatedness: Use snap shots for decorations and invite friends to your retreat Competency & Autonomy: rewards based on activities

26 Data Visualization across time or cumulative Relatedness: compare against friends, status Competency & Autonomy: rewards based on activities

27 THREE PATTERNS

28 THREE PATTERNS Change in demographics: wider audience

29 THREE PATTERNS Change in demographics: wider audience Change in interaction paradigms: cross platform play, increase in mobile & online

30 THREE PATTERNS Change in demographics: wider audience Change in interaction paradigms: cross platform play, increase in mobile & online Change in production pipeline: Game analytics Integration of incremental changes Community management Community events

31 Game Analytics Magy Seif El-Nasr Anders Drachen Alessandro Canossa Editors Game Analytics Maximizing the Value of Player Data Developing a successful game in today s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games. Seif El-Nasr Drachen Canossa Eds. 1 Game Analytics Magy Seif El-Nasr Anders Drachen Alessandro Canossa Editors Game Analytics Maximizing the Value of Player Data Computer Science ISBN Develop a standard set of telemetry data Apply%Machine% Learning% Techniques% Apply% Visualiza,on% Techniques%

32 PIPELINE Game Analytics & Iterative Development Community Management Community events Analy*cs( Prototype( tes*ng( 15% Engagement Alpha( tes*ng( Product( Tes*ng( Beta( tes*ng(

33 CONCLUSION Learning everywhere - Learning beyond the virtual classroom Use many platforms (not one but many) - promoting community building through synchronous and asynchronous modes Provide analytics tools and data tracking for learners and instructors Tailor to a wider demographics: PENS (Self Determination Theory) (competence, autonomy, and relatedness)

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