WEBINAR: The Gamers Skills and Competence, and the future’s need for gamers?
The world of gaming is big, and more and more people are finding their way to different consoles. There are around 2,4 billion gamers playing. Some play a little and some play a lot. As a center for art and education towards kids and young adults we see a lot of exciting paths on gaming and want to shed a light on it through a webinar series. Gaming is a big part of people’s life and to partake and learn from this genre, to understand the gamers and the games and to see how we can benefit from it.
WHEN: 26th of August
TIME: From 12:00 pm to 15.30PM (CET), GMT +1
This webinar is digital, free and open for all by registration at bottom of the page
For this session we want to look at, what drives us to play games? What are the main reasons for gamers to put thousands of hours playing videogames? What can we learn from gaming? And what skills and competencies are you evolving from playing video games? Are there any drawbacks? Can anyone just start playing to get the full gaming experience or is video game literacy important? What skills and competencies will be important for the future? And what kind of jobs will we be seeing in the coming years that could benefit from world of gaming?
These are all questions that will be answered and discussed by our keynotespeakers:
Dr. Scott Rigby:
Dr. Scott Rigby is an an author and a behavioral scientist. In addition to being the co-creator of motivationWorks, he is also founder/CEO of Immersyve Inc., a company applying behavioral science to organizations, products, and services. After earning his Ph. D. as a research psychologist in motivation, Scott spent eight years building Internet games and interactive content for Sony, Time Warner, and Viacom as well as game tie-ins for major feature films such as AI:Artificial Intelligence, Red Planet, and Frequency before founding Immersyve in 2003. To improve player retention” Rigby notes that “developers must understand player motivation and engagement at a higher resolution, both conceptually and in the data they collect to improve design and innovate great player experiences. The distinction between “intrinsic” vs. “extrinsic” motivation is increasingly a focus of conversation and strategy..and understand[ing] the building blocks of motivation in a way that is clear, accurate, and practically useful [is the key to] building great game experiences.”
Dr. Matthew Barr:
Dr Matthew Barr is a lecturer at the University of Glasgow, where he previously convened the University’s first game studies course and was the founding editor of the international student game studies journal. Barr’s research, which has attracted significant media attention, examines how video games may be used to develop skills and competencies such as critical thinking, adaptability, and communication skill. This work received the Association for Learning Technology’s inaugural Research Project of the Year award in 2018 and forms the basis of his book, Graduate Skills and Game-Based Learning, published with Palgrave in 2019. Barr currently serves as Vice Chair of British DiGRA (the Digital Games Research Association) and as a Director and Trustee for the Scottish Game Developers Association. He also sits on the BAFTA Scotland Committee, where he serves as the current Games Jury Chair.
Third keynote about skills for the future is coming.
This is the second of three digital conferences we hope to arrange this year. In March we had our first of the series with the theme The gamer experience of “to be, or pretend to be”, the theme for this one will be “The gamers need for skills and competence, or the future’s need for gamers?” for the third the theme will be Learning by gaming? – Gaming in Education and will be a cooperation with The Norwegian Cultural Schoolbag (TCS), a national program designed to ensure that all school pupils in Norway experience professional art and culture of all kinds. The Cultural Schoolbag is a collaborative project between the Ministry of Culture and the Ministry of Education and Research.