NEWS
Edinburgh Interactive Festival 2008: Details of two more sessions - News
By Paguba Florin
Published: July 9, 2008
Print The Edinburgh Interactive Festival today announced two new and exciting
sessions for the two day conference taking place over the three day
Festival. The two sessions, scheduled to take place at the Edinburgh
International Conference Centre on Monday 11th August 2008 are titled
"Who Plays What and Why?" and "Too Cool for School - A New Look at
Games in Education".
The first session, taking place in the morning of the opening day of conference sessions, will welcome Sean Dromgoole, CEO Some Research and GameVision, as the speaker. The session will take a look into the trends in games and, as the session title suggests, the changing demographics in the world of games. Dromgoole will delve into the likes and dislikes of gamers from both sides of the Atlantic and offer an insight of what is hot and what is not, offering delegates a session not to be missed for publishers and developers alike.
Sean Dromgoole said, "GameVision interviews more than 40,000 gamers a year in Europe and the US on behalf of all the major publishers. Every four years or so we take a step back from the usual usage and attitude tracking and segment the market. We've just done it again. Are your audience Scrappers or Wolves? Snackers or Lone Rangers? And what does it mean for you if they are? All will be revealed."
The afternoon of day one will play witness to a session at the forefront of video games' discussion at the moment - Games in Education. Graham Brown-Martin, Founder and CEO, Handheldlearning.org, will play host to those attending this session and will show how off-the-shelf games and consoles are being used today to achieve massive improvements in both learning and teaching practices with the education sector in the UK.
Graham Brown-Martin said "Games and consoles that are designed and produced for entertainment are growing in value within the education sector and are proving to make transformational improvements in learning and teaching for a fraction of the cost of traditional ICT deployment. I hope that the session will also prove to developers that there is no need to design games specifically for schools, but to stick to what they do best, create compelling interactive entertainment."
The first session, taking place in the morning of the opening day of conference sessions, will welcome Sean Dromgoole, CEO Some Research and GameVision, as the speaker. The session will take a look into the trends in games and, as the session title suggests, the changing demographics in the world of games. Dromgoole will delve into the likes and dislikes of gamers from both sides of the Atlantic and offer an insight of what is hot and what is not, offering delegates a session not to be missed for publishers and developers alike.
Sean Dromgoole said, "GameVision interviews more than 40,000 gamers a year in Europe and the US on behalf of all the major publishers. Every four years or so we take a step back from the usual usage and attitude tracking and segment the market. We've just done it again. Are your audience Scrappers or Wolves? Snackers or Lone Rangers? And what does it mean for you if they are? All will be revealed."
The afternoon of day one will play witness to a session at the forefront of video games' discussion at the moment - Games in Education. Graham Brown-Martin, Founder and CEO, Handheldlearning.org, will play host to those attending this session and will show how off-the-shelf games and consoles are being used today to achieve massive improvements in both learning and teaching practices with the education sector in the UK.
Graham Brown-Martin said "Games and consoles that are designed and produced for entertainment are growing in value within the education sector and are proving to make transformational improvements in learning and teaching for a fraction of the cost of traditional ICT deployment. I hope that the session will also prove to developers that there is no need to design games specifically for schools, but to stick to what they do best, create compelling interactive entertainment."
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