Ourmedia.org is a new open service that lets users upload and make available multimedia works. With support from outfits like the Internet Archive, it aims to give anyone a place to post content. An open Lulu. Go for it!
Digital North: CTV story on Canadian Game Companies
CTV.ca | Canada the new hotspot for video game creators is a story about how Canada is becoming a hot spot for game development. They talk about the big three, BioWare, UbiSoft, and EA, but they also talk about other companies.
Rotman Panel on the Games Industry
This afternoon I went to an panel at the Rotman School of Management at the University of Toronto on, “Playing with $10 Billion – The Growth and Expanse of the Video Game Industry.” (See BTG Events and Geekstreet.ca.) The individual panel presentations were not that good, but that wasn’t the point, the overall event was a peek into the business of gaming and how it is talked about in business circles. Being at the Rotman, the orientation of the panel was towards computer games as a market. I also don’t think “expanse” is the right word of the panel – nor the word the business students who organized this wanted … perhaps “breadth” was what they meant.
One feature of the presentations was that there was a certain amount of hype about the demographics of the game industry that conflated console blockbuster games with smaller adult games for PCs. They kept on repeating that the average gamer was 29 years old until one of the panelists explained the stat. What worked for me was haveing a representative spread of speakers from Alexander Manu (Industrial Design at OCAD and the head of the Beal Research Centre on Creative Strategy) to industry representatives.
Manu jammed a one hour talk into 15 minutes zipping through slides. What I was left with was an argument for rethinking the interface and gaming to turn interactive arts into an $80 billion business. He called for innovation – getting away from the console blockbuster for boys model and thinking about “extreme playgrounds” that would enable games like Pac-Manhattan. He also had a theory of play and game design that went by too fast for me to comment on.
The other speakers were from the media and industry. Marc Saltzman responded to Manu on innovation arguing that there was innovation and giving some examples. Marc, to be frank, was more interesting in the question period when he tended to gently moderate the views of the two industry people. (Marc made the point the 29 year-old stat was due to all the adult gamers who are playing things like Solitaire or Poker online, not Halo 2.)
Finally there was a rep from Microsoft who spoke about the xbox and one from Ubisoft who talked about their strategy. Ubisoft is investing up to $700 million to expand their workforce by 1,000 employees. They aim to develop not just individual games, but franchises or properties that can be safely iterated with new versions. They expect to come out with 4 new lines a year of which 2 will fail leaving them with 2 new lines (franchises) a year. Both industry reps went to lengths to stress the changing demographics they clearly have to work hard to get taken seriously in business, and there is an interesting paper there – what is being said in order to legitimize computer games as a business? Why is it compared to the film industry?
Connotea: Another public reference tagger
Generation M: Kaiser Family Foundation Study
Contrary to most expectations, it does not appear that spending time with media takes away from the time children spend in other pursuits; in fact, it seems that those young people who spend the most time using media are also those whose lives are the most full with family, friends, sports, and other interests. (p. 14, “Executive Summary”)
Generation M: Media in the Lives of 8-18 Year-olds is a Kaiser Family Foundation study of the media consumption habits of teens. They conclude that teens have unprecendented access, that they are watching media simultaneously (which is why you can’t sum the hours), and that it may not be affecting traditional media consumption like TV, music and reading. The study has thorough information on computer use, including game console use.
A national Kaiser Family Foundation survey found children and teens are spending an increasing amount of time using ìnew mediaî like computers, the Internet and video games, without cutting back on the time they spend with ìoldî media like TV, print and music. Instead, because of the amount of time they spend using more than one medium at a time (for example, going online while watching TV), theyíre managing to pack increasing amounts of media content into the same amount of time each day.
The study, Generation M: Media in the Lives of 8-18 Year-olds, examined media use among a nationally representative sample of more than 2,000 3rd through 12th graders who completed detailed questionnaires, including nearly 700 self-selected participants who also maintained seven-day media diaries.
Continue reading Generation M: Kaiser Family Foundation Study
School of Creative Media in Hong Kong
Mark Green from the School of Creative Media at the City University of Hong Kong came through to talk to us about new media education. Not only did he go and teach at McMaster, but he is a pioneer in computer science and games working at the University of Alberta before going to Hong Kong.
The SCM has about 30 instructors (10 of which do only teaching), up to 450 students, and about 130,000 square feet of space. (They are getting a geometric Libeskind new building. See Announcement of Creative Media Centre.) The programs they offer are around New Media, Film, Installation Art, Animation. They accept about 140 students a year into 2 and 3 year programs.
Administratively SCM is a separate school with no departments and one dean – they encourage people to mix and team teach. “One dean, one focus.” One of the amazing things is the number of applicants they get – over 6000 for 900 interviews and 140 places!
The major lesson they learned starting quickly was the importance of hiring in order to get the right people.
Video Games market to peak at $35 billion
According to a report on the Video Game Market from Research and Markets,
In spite of the global economic depression, the popularity of video games continues to soar. Since 1995, when the top-selling Sony PlayStation first hit the market, nearly three billion video game and leisure software units have been sold globally. In the year 2002, 30 million Sony PlayStation 2, Microsoft Xbox and Nintendo GameCubes were sold worldwide. The global market for video games is expected to reach a peak of $35.8 billion in 2003. However, the cyclical nature of the market is expected to drive sales downward to about $28.3 billion in 2006, at an average annual growth rate (Aagr) of -0.4% from 2001.
Interesting that they expect it to drop in a cyclical pattern. Pity I can’t afford the full report which costs EUR 480.
Gray’s Mostly Apple Movies
Thanks to StÈfan’s blog I discovered Gary L. Gray’s Some Cool QuickTime Movies page which has a number of historic clips like the original “1984” Macintosh commercial and Steve Jobs talking about the history of computing when introducing the Mac. (He makes it a question of freedom – freedom from the domination of IBM.)
Kate Taylor on Massive Change
Kate Taylor in this Saturday’s The Globe and Mail has a column on Bruce Mau’s show at the AGO. The column titled, “Why Massive Change feels minor league” (R4, March 12, 2005) points out what I noticed about the web site months ago – the show is really a student project by students in a special vanity COOP design program, Institute without Boundaries. (See my blog entry on the site, Mau: Massive Change and Overrated Sight.)
Of course, it is easy to grump. Now that the program is in Toronto I should go down and see for myself.
Michael Winter: The Big Why
The Question is not, he said, were you loved. Or did you love. Or did you love yourself. Or did you allow love to move you, though that’s a big one. Move you. The question, Rockwell, is did you get to be who you are. And if not, then why. What, my friend, is the big why. (p. 372)
The Big Why is a novel by Michael Winter about Rockwell Kent’s stay in Newfoundland during the war. It is well written, though I don’t understand why Winter doesn’t like certain types of punctuation. There is a thread about Newfoundland and the brutal marine life that is terrific (or terrifying) and a thread about Rockwell Kent (no relation) and his relationships with women. From the sounds of it, Rockwell Kent was a prick when it came to women (and one suspects that’s what Winter likes about him), but the narration by Kent doesn’t quite match the character described as if Winter were trying to soften Kent by letting a more senstive 1990s Kent narrate a 1940s arrogant artist.
The philosophical reflections, however, make this discrepancy worth it … are we who we are?
For more on Kent, see the Rockwell Kent Gallery and Collection, Plattsburgh.