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>> So, like Joanna said, I'm Tim and I teach game design here as well as multimedia and —

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who here — has anyone here taken the class?

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OK. Cool. So, if you ever do take a class in one of those programs,

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you'll probably come across me at some point there.

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So, Joanna asked me to do this talk on gaming — and it was kind of funny —

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I didn't know what to talk about at first and then she told me it was about mass communication

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and things like that, so, I was thinking, OK, why don't I talk about the future of gaming.

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But, then as I started thinking about that, I really sort of came to a roadblock

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and didn't know what that reallymeant unless I talked about — uh oh.

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It's not working.

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Here we are.

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The culture of gaming because the culture of gaming is something that's

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like really prevalent, at least in western society as well

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as a few eastern cultures as well.

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And then I saw the word culture and I said, well, it's not really gaming that I want

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to talk about, it's actually the future of culture that I want to talk

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about because gaming has sort of like become a really —

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and I'm going to show you some stats on this in a second —

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has become a really almost vital necessary part of a lot of people's lives [inaudible] less.

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So, people play games because — not because they want to, but because they need to.

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Now, we can argue whether or not that's true, right,

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I mean is entertainment something that's necessary in our culture,

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but if you think about human existence, the idea of entertainment, the idea of storytelling,

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and the idea of playing games is older than any other form of existence in human nature.

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When the first humans were on this Earth, they sat around a fire and told stories, right?

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And if you've ever experienced this yourself — I'm sure most of you have —

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when you're with someone else that you know, if you're with them long enough

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or if you're just this sort of person, a game usually ends up happening,

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whether or not you're trying to decide on something with rock, paper,

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scissors, or, you know, something.

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So — or whether or not you try to hit each other in the arm harder than the other person, right,

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I mean there's all sorts of things you could do with those people.

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So — and those of us who have kids know that that's

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like something that just happens all the time.

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So, maybe gaming — or at least games — is actually a vital part of our existence, right?

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So, I want to talk about the future of culture and talk about the fact

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that this isn't a talk about, again, the future of gaming;

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it's a talk about the future of culture.

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But, as you'll see — and as I talk — you know, I'm going to hopefully not talk too long,

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but I want to show you some interesting facts and things.

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Hopefully we'll come to find or maybe we'll come to find that gaming actually started it all,

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right, because the idea of games is one

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of the driving factors behind how technology advances in our society today.

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It's not we need a better Microsoft Word, right?

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Or we need a better way to enter items in a database.

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It's we need a better way to play games because games are getting more and more advanced.

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So, just so you guys know, public access — and I put it in quotes because there was a little bit

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of access before this, but really public access to video games began as far back as 1972.

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That's when the first arcades hit the scene.

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That's when the first take home console, a Magnavox Odyssey came out

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and so people started — I guess you could call it their love affair with games —

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way back in the 70s and it's only snowballed and sort of advanced since then.

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A lot of — of course, a lot has happened since then, so we'll look at some interesting facts

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about what it was like to play games then, which was, you know,

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there's a handful of people playing and a handful of people

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who were interested in this sort of thing to now.

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Based on a study by the ESA, the Entertainment Software Association, and DFC Intelligence,

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63% of U.S. households are home to at least one person

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who plays video games regularly three hours or more a week — and by the way this is from 2015,

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so we'll have some new stats coming out soon hopefully from 2016.

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And of those 63%, there are an average of 1.7 gamers

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in each game-playing U.S. household, which is kind of crazy.

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Sixty-five percent of U.S. households own a device used to play video games.

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Right? So that's more than half of the U.S. population playing games

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on digital devices today, which is rather telling being that we started back in a day

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where we had to go to an arcade or spend quite a bit of money on a pretty terrible console,

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Now, a stat that I don't have here is the fact that most of these households own two

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or more game-capable consoles — and by the way a console means mobile device,

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an actual console like an Xbox or a PlayStation, a computer, so on and so forth.

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So, because of that, the game industry is actually making a ton of money.

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In fact, even through the recession and the pinnacle of the recession in 2008,

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the game industry was making much more money than a lot of other industries that are

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out there and one of the reasons for that, of course,

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You can go out and spend 65 bucks on a little dinner and two hours of entertainment at a movie

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or you can spend 65 bucks on a game that will give you 300 hours of entertainment, right?

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So, there's a big difference on the cost-benefits

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So, as you'll see here, in the U.S., video games and computers made upwards of $17 billion.

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OK. And I'm going to show you the difference of this

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between another industry as well in a second.

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So, the total consumers spend on games —

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the games industry in 2015 was actually 23.5once you add in all of the various accessories

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and DLCs and, you know, if you're agamer you know what I'm talking about.

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It adds up to $23.5 billion.

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Now, that's in the U.S. alone.

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Let's take a look at whathappened in 2015 worldwide.

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It's a $99.6 billion industry.

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OK? And now that number will most likely go up this year — or last year.

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So, we'll see, but I wanted to show you a comparison to put this in context

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of what it means in our world to buy games as compared to what we might also —

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might otherwise consider traditional toys.

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So, the game industry made $99.6 billion in 2015 worldwide — or 2016 worldwide — I'm sorry.

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So, this is a new number.

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In 2015, traditional toys made $19.5 billion.

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OK. So, that's $80 billion more than people buying Legos, Matchbox cars, all the way up —

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by the way, traditional toys includes things like jet skis and Sea-Doos and things like that.

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It's kind of crazy.

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So, the amount of money spent on games — video games is far exceeding what's happening

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in other forms of entertainment in our world.

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And so for those of you who do play video games,

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we have something called the big three consoles right now,

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made by Microsoft, Nintendo, and Sony.

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And by the way, these three consoles are in what's known

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as the eighth generation of consoles.

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So, if you follow the lineage of consoles all the way from the Magnavox Odyssey,

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we get to what's now known as the eighth generation.

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Now, we don't really know what the ninth generation is going to be

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because it's typically based on console evolution —

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the power that the console brings with it, the types of games that can be played

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on the console and so on and so forth.

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So, you'll see here in parentheses I even have the new Nintendo Switch still

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in the eighth generation, right?

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Because it's not something that's actually advancing the world of consoles.

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And this includes the Xbox One S and the PlayStation 4 Pro as well as the PlayStation VR.

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So, these are things that will probably still be considered eighth generation

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when they're released and when they're used.

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So, this brings me to why I'm actually showing you these stats

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and how this actually connects to the future of our culture.

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Because, as I stated, video games are a really important integral part

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of several U.S. citizens' lives.

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OK? And the fact that these stats continue to rise —

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in fact, there's very few lulls in these statistics over time.

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There have been a few, but it's a steady rise until someone actually, you know,

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maybe figures out that it's not games anymore and we have to sort

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of study the numbers a little differently.

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So, we're going to look at why these stats are important.

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One of the reasons is because that money in the industry drives emerging technology.

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We have things like augmented reality, which is the type of technology that allows you to look

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through a device and see three-dimensional images mapped on real life, right?

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And so those of you who have played Pokemon Go probably have had experience with AR.

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Those of you who have a Nintendo 3DS have probably played with AR a little bit.

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It actually is something that was developed by games,

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but it's now being used in many other contexts.

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For instance, there's a lot of really great apps you can get for your phone where you look

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through your camera for the nearest subway station, right, and it will actually map,

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you know, directional locations of all of these different places that you can go.

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Also, virtual reality of course is something that was originally thought of in terms of games

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and now it's branching out into a number of other areas.

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Hybrid consoles are going to be something that's emerging as well.

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So, the Nintendo Switch is probably the first one of those now.

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It's actually a console that you can take with you, right?

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So, it's a modular sort of device.

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And then we also have the idea of cloud delivery.

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Cloud deliver is one of those things that, again, was originally devised

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for the game industry and now is being used everywhere, right?

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So, there's a lot of companies that they'll work for and instead of launching Microsoft Word

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from your computer, you'll click on an icon that looks like Microsoft Word,

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but it's actually loading that from somewhere on the Internet to your computer.

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So, that application doesn't actually exist on your computer.

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In the world of gaming, what people are saying is at some point

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in the near future you'll be able to take any device with you — your phone, your tablet,

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your laptop or whatever — and stream the exact same content from the cloud to that device.

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Right? And so you can, you know, play the latest Assassin's Creed on your Xbox and then —

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who needs the Nintendo Switch, right?

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Because I can take my phone out and get the exact same content with the same save

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on my mobile phone and so on and so forth.

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And, of course, who else, you know — who can tell what else is coming down the line?

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I've got an image here — whoever here is a Star Trek fan — of the Holodeck.

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A place where you can go where your entire surroundings are just transformed into something

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that doesn't require a device, right, everything you see

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and feel is being determined by a computer simulation.

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So, there's this really great book.

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If you haven't read it, you should.

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It's called Ready Player One.

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It's by Ernest Cline.

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Stephen Spielberg's actually in the process of making a film adaptation

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of it right now to be out in 2018.

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And it's basically a book — where I say here is it fiction, is it next gen gaming,

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or is it proxy — it's a book that outlines the —

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an alternate reality in the near future

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where almost everything we do happens in virtual reality.

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If you have a job, you don't leave your home.

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You put on your headset and you get in your little, you know, chair,

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and do your job from there in an office from your living room.

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If you go to school, you actually put on your headset and you're in a school situation

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like this with other people and you're interacting with them.

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If you have a hangout — this is actually a 3D rendition from an artist on —

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some website out there — of one of the characters from the book H

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who has a place called The Basement.

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And this is a really interesting concept.

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When the characters in the book want to go hang out, they don't know each other.

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They don't live by each other.

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They go to The Basement, right?

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And when they want to read a book, they take it off of the virtual reality bookshelf.

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When they want to play a pinball game, they play one in a virtual reality space.

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The TV that you see here — it's hard to see in the picture —

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isn't set up to play the latest, like, you know, crazy 3D games.

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They're playing retro games like Atari games and Nintendo games in VR on a TV

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that it doesn't really exist, right?

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And so that's the prophecy of this particular book

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that when we do things it will no longer happen in a real space.

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Now, there's a lot of other fun stuff that happens in this book as well,

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it's a really fun read, but I highly recommend reading this just to sort of get a small sliver

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of a view of what could happen in our future based on the fact that gaming propels technology

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which then overtakes what we do in our real lives.

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OK? And so the lines between our physical and digital lives are blurring.

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This is something that I saw at E3 which has now been actually expanded

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to an actual amusement park, but these people are all sitting on chairs in a room acting

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and feeling like they're on a roller coaster, right, because they have VR headsets on.

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And you can see some people have their arms up and everything and they're actually screaming.

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It was pretty funny to watch, but the market viability

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of gaming has proven to be a primary catalyst.

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Because of all of these intersections of our different media —

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although the future comprises so much more than just gaming, right?

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And this is where I really wanted to bring this in to the idea that this is not the future

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of gaming, but the future of culture.

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Everything that is happening in games is leading toward alternate spaces that we're all going

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to experience — maybe not in real life, but maybe from the comfort of our own couch.

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Living in common spaces — when we go out and see people or go to a movie,

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we might do it from our home, right, and go meet these people somewhere

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in virtual reality — or otherwise.

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I don't know what that — what the future is going to bring for that.

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Right? Again, when you have a job, employment will happen from your home.

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Commerce — it already happens.

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Who here goes to the store anymore when you're shopping for Christmas presents?

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I mean we do once in a while, but do primarily all of you shop

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on Amazon and other places like that now?

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I mean it's just so much easier, right?

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We click what we want, they send it to our house and, you know —

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I don't know if it's more thoughtful or not than going to the store, but time will tell.

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Politics will even happen in VR, right?

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I mean we're going to see the — you know, in 12 years or whatever,

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we're going to see the inauguration not from on the TV but by putting a headset

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on and actually being in the crowd.

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Right? I mean we just had the Women's March all over the world, which was a really cool event

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that happened, but what if we could actually be there in some way by not leaving our house?

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Now, again, there's arguments about what's, you know, good or bad about that sort of situation,

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but if you watch the trend of technology, something like that is bound to happen.

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Right? Education, again, we're going to be going

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to school probably in a virtual reality type world.

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In fact, in the book Ready Player One, they have these identical planets all

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over the virtual space called Ludus and those are the places

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that the children of the world go to learn.

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And so you go to this planet and basically, you know, on your island you've got a school

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and you've got some grounds and you can, you know, explore that and go to school that way.

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Mass communication and mass media are going to be huge in the world of whatever this is.

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Right? Because we're no longer going to be —

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again, going physically to a place necessarily or watching a TV.

00:15:24.900 --> 00:15:29.200
We're going to be there in some virtual sort of environment.

00:15:29.200 --> 00:15:33.766
So, I mean, how cool would it be to be able to go to the next presidential debate,

00:15:33.766 --> 00:15:38.266
something we never get to go to, and actually feel like you're there, but not be there.

00:15:38.266 --> 00:15:43.300
Right? I mean that's something that's going to be pretty important for a lot of people

00:15:43.300 --> 00:15:50.133
and so journalism, activism, all of the things that we sort of kind

00:15:50.133 --> 00:15:54.533
of have a good understanding of today are going to shift quite dramatically in the future.

00:15:54.533 --> 00:15:57.900
And, of course, gaming's going to be a part of it, but, again, you're going to be able to play,

00:15:57.900 --> 00:16:01.033
yeah, the coolest latest virtual reality games, but you're also going to be able to go

00:16:01.033 --> 00:16:02.500
into your VR world and play, you know,

00:16:02.500 --> 00:16:07.066
Pong or one of the first video games that was ever created.

00:16:07.066 --> 00:16:09.333
And, of course, I added question marks to the bottom here too

00:16:09.333 --> 00:16:12.933
because who knows what else this will bring with it.

00:16:12.933 --> 00:16:18.333
And so — with that being said, the quickest lecture in history —

00:16:18.333 --> 00:16:23.200
if anyone needs to contact me or wants to contact me about any of this,

00:16:23.200 --> 00:16:26.966
I've got some contact info on the screen.

00:16:26.966 --> 00:16:30.633
The game design program at Moorpark is a full Associate in Science degree

00:16:30.633 --> 00:16:32.766
and brings with it a number of classes.

00:16:32.766 --> 00:16:36.833
You can follow us on Twitter, find us on Instagram and Facebook and so on and so forth.

00:16:36.833 --> 00:16:42.666
So, anyway, if anyone has any questions or comments I would love to field them.

00:16:42.666 --> 00:16:43.833
Yeah.

00:16:43.833 --> 00:16:47.800
[ Inaudible question about Amazon Pop-Up stores ]

00:16:47.800 --> 00:16:49.666
Yeah. I mean I don't know a lot about it.

00:16:49.666 --> 00:16:51.300
I've seen one.

00:16:51.300 --> 00:16:56.000
Yeah, I didn't go — I should have gone into it but we were traveling.

00:16:56.000 --> 00:17:00.933
But, yeah, there's — I mean that sort of thing is really —

00:17:00.933 --> 00:17:04.200
you know, it's proof that the lines are blurring, right?

00:17:04.200 --> 00:17:06.133
That we're sort of going between the two worlds.

00:17:06.133 --> 00:17:07.866
Yeah. Definitely.

00:17:07.866 --> 00:17:08.833
Yeah.

00:17:08.833 --> 00:17:17.400
[ Inaudible question colleges that offer classes in competitive gaming ]

00:17:17.400 --> 00:17:18.966
You know, it could be.

00:17:18.966 --> 00:17:24.933
UC Irvine actually just built an E-sports lab and are bringing people

00:17:24.933 --> 00:17:28.000
to not only study what it mean — what, you know, what game design means,

00:17:28.000 --> 00:17:30.800
but what it means to be a professional game player.

00:17:30.800 --> 00:17:32.300
And so, I mean, I think that's going to happen.

00:17:32.300 --> 00:17:35.400
I mean Moorpark College is interesting because it's a community college

00:17:35.400 --> 00:17:37.833
and we're leading towards those places.

00:17:37.833 --> 00:17:41.166
Right? And so I would love to do stuff like that here at least casually.

00:17:41.166 --> 00:17:45.566
I don't know if we could formalize it like UC Irvine does, but yeah.

00:17:45.566 --> 00:17:47.833
[ Applause ]

00:17:47.833 --> 00:17:48.833
Oh, well yeah.

00:17:48.833 --> 00:17:49.966
No more questions!

00:17:49.966 --> 00:17:51.033
I'm done with this.

00:17:51.033 --> 00:17:53.233
>> Are there any more questions?

00:17:53.233 --> 00:17:55.833
I appreciate the applause, but I was like —

00:17:55.833 --> 00:17:58.366
[ Laughter ]

00:17:58.366 --> 00:17:59.300
Any more questions?

00:17:59.300 --> 00:18:04.033
Professor Samoff — the reason he did this as a quick lecture is he's got class —

00:18:04.033 --> 00:18:05.600
>> Yeah, in seven minutes.

00:18:05.600 --> 00:18:05.866
>> Yes.

00:18:05.866 --> 00:18:06.833
>> I have one little question.

00:18:06.833 --> 00:18:07.466
>> Yeah, go for it.

00:18:07.466 --> 00:18:10.266
>> Do you guys do map designs?

00:18:10.266 --> 00:18:11.666
>> Like designing levels and things?

00:18:11.666 --> 00:18:11.733
>> Yeah.

00:18:11.733 --> 00:18:16.233
>> Yeah. Yeah, we have a whole class called level design, so yes!

00:18:16.233 --> 00:18:21.300
>> What a fascinating topic and thank you so much for coming.

00:18:21.300 --> 00:18:21.700
Now you applaud.

00:18:21.700 --> 00:18:21.966
Thank you.

00:18:21.966 --> 00:18:23.000
[ Applause ]

00:18:23.000 --> 00:18:24.633
>> Thank you guys for having me.

00:18:24.633 --> 00:18:25.966
I'd love to see you in a class.

