the great sweet-shop in the sky david squire creative director, desq [email protected]

13
The Great Sweet-Shop in the Sky <edited> David Squire Creative Director, desq [email protected] k

Upload: imogen-daniels

Post on 11-Jan-2016

224 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

The Great Sweet-Shop in the Sky<edited>

David SquireCreative Director, desq

[email protected]

Page 2: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

"We don't stop playing because we grow old. We grow old because we stop playing." - Oliver Wendell Holmes

The Great Sweet-Shop in the Skye-content: mixed messages and mixed media

> Mixed Messages: e-learning

> When media is the big idea

> Mixed Media: PlayStation generation

Page 3: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

Mixed Messages: e-learning

CBT Industry

Old school

CBT

educational software

eContent Industry

Nu school

Edu-tainment

Leisure software (games) Learning

focussed

Training

Design focussed

Gameplay

Page 4: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

Mixed Messages: e-learning

CBT Industry

Government funding

Not for profit

Co-operative

Research-led

HTML

eContent Industry

Publisher/VC funded

Commercial

Competitive

Market-led

Flash/shockwave

Immerse/experience Inform/Present

Page 5: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

‘rich interactive experiences’+‘exciting and enjoyable’ ‘engaging and relevant’+‘activity based’+‘accessible’ ‘appropriate audio, animation & graphics’+‘game-play’

want

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

‘game-play’ ‘learning lara croft’ ‘educational big-brother’aspire

Mixed Messages: e-learning

Page 6: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

Channel 4Learning

GridClub: Bafta award winning interactive edutainment & co-branded TV/interactive features.

When media is the big idea

Channel 4's multi-media service to schools

Support for Channel 4's adult educational programme

Adult interactive learning

Page 7: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

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

Page 8: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

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

Page 9: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

Granada Learning

Anglia Campus

Learnwise MLE

Letts Educational materials

Pearson Education

When media is the big idea

Page 10: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

Consoles (PS1; PS2; Dreamcast; X-Box; N64; GameCube)

Handhelds (Gameboy; Gameboy Advance)

PC/Mac

iDTV games channels (Jambon, 2WayTV)

Mobiles

Mixed Media: PlayStation generation

Page 11: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

From Transforming The Way We Learn (DfES)

76%

64%

88%

71%

36%

Page 12: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

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

Page 13: The Great Sweet-Shop in the Sky David Squire Creative Director, desq davidsquire@desq.co.uk

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.

Mixed Media: PlayStation generation