Who?Audience
Trend: Children and millennials
Assumption: Games only appeal to those < 35
Reality: False, 39% of gamers are 36+*
*Essential Facts, ESA (2014)
Where?Learning Environment
Trend: In gallery or in schools
Assumption: People only play edu games when required
Reality: Partially true, but don’t underestimate home environments.
51% of US households own a console.*
*Essential Facts, ESA (2014)
How?Player Motivation
Trend: Gamification
Assumption: Points/levels/scores drive participation
Reality: False, intrinsic motivation drivesinterest, fun, and learning.*
*Check out motivation research at create.nyu.edu
Why?Learning Outcomes
Trend: Standards alignment
Assumption: Game must be aligned to CCSS
Reality: Depends on environment/program/org goals/etc.
Museum games are an underdeveloped medium.
We need:More experimentationMore collaborations
More dataMore story
Image: http://prostheticknowledge.tumblr.com/post/117873450421/the-night-cafe-vr-experience-by-mac-cauley
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