The Great Sweet-Shop in the Sky - PowerPoint PPT Presentation

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The Great Sweet-Shop in the Sky

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'We don't stop playing because we grow old. We grow old because we ... Consoles (PS1; PS2; Dreamcast; X-Box; N64; GameCube) Handhelds (Gameboy; Gameboy Advance) ... – PowerPoint PPT presentation

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Title: The Great Sweet-Shop in the Sky


1
The Great Sweet-Shop in the Sky lteditedgt
David Squire Creative Director, desq
davidsquire_at_desq.co.uk
2
The Great Sweet-Shop in the Sky
e-content mixed messages and mixed media
  • gt Mixed Messages e-learning
  • gt When media is the big idea
  • gt Mixed Media PlayStation generation

"We don't stop playing because we grow old. We
grow old because we stop playing." - Oliver
Wendell Holmes
3
  • Mixed Messages e-learning
  • CBT Industry
  • Old school
  • CBT
  • educational software
  • eContent Industry
  • Nu school
  • Edu-tainment
  • Leisure software (games)

4
  • Mixed Messages e-learning
  • eContent Industry
  • Publisher/VC funded
  • Commercial
  • Competitive
  • Market-led
  • Flash/shockwave
  • CBT Industry
  • Government funding
  • Not for profit
  • Co-operative
  • Research-led
  • HTML

5
  • Mixed Messages e-learning

want
rich interactive experiencesexciting and
enjoyable engaging and relevantactivity
basedaccessible appropriate audio, animation
graphicsgame-play
need
Bite-sized learninglearning
objectsaccessibility standards compliant (W3C
WAI, Bobby)IMS compliant hardware minimum
specsdial-upcontent interworking mapped
to curriculumcontent portabilityinteroperabil
ity
aspire
game-play learning lara croft educational
big-brother
6
  • When media is the big idea

Channel 4Learning
  • Channel 4's multi-media service to schools
  • Support for Channel 4's adult educational
    programme
  • Adult interactive learning

GridClub Bafta award winning interactive
edutainment co-branded TV/interactive features.
7
  • When media is the big idea

BBC Digital Curriculum
150 million from its licence fee income on the
project over the next five years. Interactive
digital technology has the power to make a huge
difference to the way we learn.
Our aim is to rise to the challenge of the
PlayStation generation by making childrens
content that is as compelling and personal as the
computer games children adore. Greg Dreg, DG
BBC, Nov 1999
8
  • When media is the big idea

Guardian Education Interactive Ltd
  • Learn.co.uk
  • Online lessons tests
  • Revision materials
  • Teaching resources based on the vast Guardian
    archive.

9
  • When media is the big idea

Granada Learning
  • Anglia Campus
  • Learnwise MLE
  • Letts Educational materials
  • Pearson Education

10
  • Mixed Media PlayStation generation
  • Consoles (PS1 PS2 Dreamcast X-Box N64
    GameCube)
  • Handhelds (Gameboy Gameboy Advance)
  • PC/Mac
  • iDTV games channels (Jambon, 2WayTV)
  • Mobiles

11
From Transforming The Way We Learn (DfES)
12
  • Mixed Media PlayStation generation
  • 73 of 7-29 year olds have played computer games
  • In the USA sales of games outnumber sales of
    books
  • "Adults, Not Kids, Now Dominate Computer-Game
    Market." (The Wall Street Journal April 28.
    2000)

13
  • Mixed Media PlayStation generation

Old school predominantly male, with console
gamers 14-25, PC gamers 18-30
Nu school The N-generation/Wired-generation
more gender balanced, greater age range, as the
PlayStation-generation grow up get jobs.
  • Demographic for PlayStation proved to be
    29-year-old males.
  • PS2 Xbox aimed at late-20 and 30-something
    consumer
  • Sony wants PS2 to appeal to non-games players
    entertainment unit with DVD Internet.
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