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The Great Sweet-Shop in the Sky <edited>. David Squire Creative Director, desq. davidsquire@desq.co.uk. The Great Sweet-Shop in the Sky. e-content: mixed messages and mixed media. > Mixed Messages: e-learning > When media is the big idea > Mixed Media: PlayStation generation.
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The Great Sweet-Shop in the Sky <edited> David Squire Creative Director, desq davidsquire@desq.co.uk
The Great Sweet-Shop in the Sky e-content: mixed messages and mixed media • > Mixed Messages: e-learning • > When media is the big idea • > Mixed Media: PlayStation generation "We don't stop playing because we grow old. We grow old because we stop playing." - Oliver Wendell Holmes
Design focussed • Gameplay • Learning focussed • Training • Mixed Messages: e-learning CBT Industry • Old school • CBT • educational software eContent Industry • Nu school • Edu-tainment • Leisure software (games)
Inform/Present • Immerse/experience • 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
Mixed Messages: e-learning want ‘rich interactive experiences’+‘exciting and enjoyable’ ‘engaging and relevant’+‘activity based’+‘accessible’ ‘appropriate audio, animation & graphics’+‘game-play’ need ‘Bite-sized learning’+‘learning objects’+‘accessibility standards compliant (W3C WAI, Bobby)’+‘IMS compliant’ ‘hardware minimum specs’+‘dial-up’+‘content interworking’ ‘mapped to curriculum’+’content portability’+interoperability aspire ‘game-play’ ‘learning lara croft’ ‘educational big-brother’
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.
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 children’s content that is as compelling and personal as the computer games children adore.”Greg Dreg, DG BBC, Nov 1999
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.
When media is the big idea Granada Learning • Anglia Campus • Learnwise MLE • Letts Educational materials • Pearson Education
Mixed Media: PlayStation generation • Consoles (PS1; PS2; Dreamcast; X-Box; N64; GameCube) • Handhelds (Gameboy; Gameboy Advance) • PC/Mac • iDTV games channels (Jambon, 2WayTV) • Mobiles
88% 76% 71% 64% 36% From Transforming The Way We Learn (DfES)
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)
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.