Session Title: Nintendo Wii and Learning
Session Number: 140
Room: Fiesta 6
Day and Timeslot: Monday - 9:45am to 11:45am
Formats: Studio/How-To
Session Description: If Paul Revere rode today, he'd shout, "The Millenials are coming! And they're bringing games!" The purpose of this session is to examine game design and emerging gaming technologies, such as the Nintendo Wii, and discuss where and how they might fit into a blended curriculum. Whether you're curious, skeptical or just want to see the Wii in action, join us as we try to make the fun functional.
Led by: Joey Monaco - KPMG

Joey Lynn Monaco is an Associate Director and "Chief Creatologist" for a large accounting firm. With over ten years' training experience, her focus is live virtual classrooms, simulations and gaming.
Thanks to everyone who attended my session. My "Creatology Henchling" and I hope to continue the discussion about gaming and training in this space with articles, discussions of trends, and reviews of game features that could help build better training.

Hello everyone, my name is Brandon Murray and I will be assisting Joey in the creation of content on this page. I am an avid gamer with a passion for learning and I hope to provide fun insights into the world of gaming!
What We're Playing
Joey's Picks
http://mywordcoach.us.ubi.com/my_spanish_coach.php
http://www.capcom.com/phoenixwright
Brandon's Picks
Recent Gaming Headlines
Food for Thought
Passage - a Profoundly Moving Experience
The debate of "games as art" has raged on for years, but "Passage" absolutely closes the book on the issue - this game is art. Regardless of the fact that Passage weighs in at under 500kb, takes place on a very limited screen space, will only take you five minutes to complete, and utilizes graphics and sound that appear to be developed on an extremely dated machine, it has more of an emotional impact than anything I have ever played, seen or read. Without giving too much away, you play the role of a nameless man and woman as they walk along a path. There are no enemeies, only obstacles and treasure. As you play you start to realize that things are changing and you will draw parallels to your own life once the game is over.
Please, take five minutes to experience this for yourself, I think that this is what Daniel Cook in the article below was trying to get at. Apply this type of idea to a learning process and your students will never forget it.
Download the Game Read the Discussion
Creating Emotion in Games.
Daniel Cook, a staff writer for gaming site, Gamasutra, recently wrote a detailed piece about conveying emotion in video games. To set the stage, Daniel creates an imaginary game called Bacchus, which he describes as "a mulitplayer dancing game with a religious theme. The selling point is its ability to evoke intense emotions." He goes into the science of what creates the feeling of different emotions and possible ways game designers can approach achieving different emotions from their players. It is a very interesting read, and definatelty worth a look for game designers looking to create a memorable learning experience. Constructing Artificial Emotions: A Design Experiment
Super Mario Galaxy and Portal - Changing the Way We Play.
As someone who spends the majority of my free time in front of a TV with a controller in hand, I like to think that I've got a finger on the pulse of the industry. Over the past 10 years or so, gaming has seen a huge surge in its ability to reach mass market appeal. Games like Grand Theft Auto and the Madden NFL franchise were very attractive to males in the 18-30 demographic. Playing video games was no longer for kids or the socially awkward - frat houses, basements, rec rooms and the like were littered with Playstation controllers, XBOX LIVE subscription cards and strategy guides. As the big name game companies saw success in the mass market, a certain laziness set in, employing the age old addage, "if it ain't broke, don't fix it" or "If it's profitable, leave it alone." During this time the industry began to get very stagnant and lack the creativity that it was based on. Developers were creating sequel after sequel making only marginal improvements to the previous game. During the late 90's and early 00's you had basically three choices: A game like Madden, a game like Halo, or a game like Grand Theft Auto. Seeing countless rehashes of what boils down the same three or four games made it hard for gamers like me to find something truly enjoyable. And up until now, I've been getting by on the here-and-there low budget, indie releases, but 2007 was a great year for gaming - and marks a turning point in gaming innovation.
The Wii was released in late 2006 and was responsible for challenging developers to rethink their approach to game design. With motion controls and a completely unique controller set up, many new IPs were launched, but after the first few months, developers saw that the best and easiest way to cash in on the Wii's success was to release a party game with various little mini-games. So, on came a slew of mediocre party games. But the promise of Nintendo's mascot, Mario, coming home at the end of 2007 gave us all hope. Super Mario Galaxy is the flagship Mario title on Nintendo's new console, and it does NOT dissapoint. Galaxy is a platformer - where the basic idea is to run and jump to the end of a level. The industry has also been drowned in half-hearted attempts at games in this genre over the years, but Nintendo put everything into re-inventing the genre. Like the name implies, Mario Galaxy takes place in outer space - this idea lends itself to undeniable fun mechanics - like jumping from one asteroid only to get caught in the gravity of another asteroid above you. Now you're upside down, but at no risk of falling to your doom.
From a learning perspective, the game does little in the way of holding the player's hand. For instance, one level sees Mario in a race, and instead of saying "This is the race level. Run as fast as you can to the finish line, and get there before your opponent" The level starts with a 3-2-1 countdown. Instinct tells us that 3-2-1 means "GO!" so instinctively, I started running. Many of the levels are like that - and some allow you to come up with your own solution to the problem presented. The amount of different gameplay mechanics crammed into this title is absolutely astonishing. Every level you are doing something different and this certainly helps to keep players from getting jaded in Mario's universe. This is one of the two most purely enjoyable games I've played in the past three or four years.
On the other end of the spectrum, there's Portal. A First Person Shooter that challenges the user to countless tests of mental dexterity. Another market that has become incredibly stale, First Person Shooters are a dime a dozen these days (actually they're about $60 a piece, but why ruin a perfectly good cliche?). It seems as though every other game these days is a first person shooter, and very few make any effort to do anything different. Valve, the developers behind Portal, threw risk to the wind and created something completely unique. The player still holds a gun from the first person perspective, but there are no enemies to shoot at. Instead you are creating Portals in the walls, and you're only enemy is the environment. The concept of Portals is difficult to explain, but you can check out my brief synopsis above for a link to the trailer. Just like Mario Galaxy, there is very little instruction on to how to complete your objectives - so when you do figure out the dilemma, there is a tremendous sense of accomplishment.
Portal has challenged other developers to think outside the realm of the basic First Person Shooter, and Mario Galaxy has done the same for the Platforming genre. From a instructors/developers point of view, I would challenge you to really think outside the box, and it doesn't have to be the revolutionary console experience that these two games were, but think outside the Jeopardy themed trivia game, and the candybar prizes - really strive for learning innovation! People will respond to it, and who know's, maybe you've got the next Mario on your hands.
Visit www.warioworld.com for the Software Development Support Group for authorized Nintendo developers. There are separate sections for each of their platforms. Visit this link for the announcement of Wiiware development software.
Many questions in session arose regarding development tools for the Wii. "The Wire" has a release that speaks to this possibility, available here:
http://www.thewiire.com/news/662/1/New_Wii_Development_Tools_Planned
The Nintendo-Revolution blog has details on the tool that allows the Wii remote to "learn" motions, as opposed to requiring expert programming to remember motion patterns. See here:
http://nintendo-revolution.blogspot.com/2006/10/nintendo-announces-livemove.html
Joey Lynn said that her favourite game was "Phoenix Wright: Ace Attorney". She says that this is a great game for helping build confidence/competence in speaking with people and getting information from them. See official website here:
http://www.capcom.com/phoenixwright/
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