gabe newell keynote talk

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G4LI Games for Learning Day at G4C 2011

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Page 1: Gabe Newell Keynote Talk

OpportunitiesOpportunities

Page 2: Gabe Newell Keynote Talk

ValveValve

Gabe Newell, President of Valve, [email protected] Worked at Microsoft from 1983-1996

Valve Started in 1996 Independent game developer for PC, PS3, and Xbox 360

Half-Life, Counter-Strike, Team Fortress, Left 4 Dead, Portal, Day of Defeat

Steam platform for the PC Services for gamers and game developers 30 million users, 1500 titles, 21 languages

Page 3: Gabe Newell Keynote Talk

Existing and Emerging OpportunitiesExisting and Emerging Opportunities

Games are powerful tools for education, research, and social change

As a game developer, we see new opportunities Educational Research Charitable Economic Policy

Page 4: Gabe Newell Keynote Talk

Portal 2Portal 2

Game involves physics, spatial reasoning, and problem solving Player doesn’t have any weapons

Cooperative sections require collaboration between two players to solve puzzles

Page 5: Gabe Newell Keynote Talk

What is a Game?What is a Game?

Page 6: Gabe Newell Keynote Talk

Portal 2Portal 2

Since April 18th, we’ve sold 3 million units

Highest rated game in 2011

“Physics — the basic behavior of this particular reality —can be beautiful. Read Newton or Einstein. Or you could play Portal 2, the achingly brilliant new game from the Valve Corporation that wrings more fun out of physics than all of the shoot-’em-ups in the world.”

New York Times

Page 7: Gabe Newell Keynote Talk

Meet JoshMeet Josh

Josh’s father sent me this video As a parent he understood something special was

happening

Josh is 2 He has never been taught how to read He has never been taught how to use a mouse He has never been taught how to use Windows

Page 8: Gabe Newell Keynote Talk
Page 9: Gabe Newell Keynote Talk

Games as Freshman Lit RequirementGames as Freshman Lit Requirement

Professor Michael Abbott, Wabash College FC 11, Enduring Questions

“This is a course about what it means to be human, focused on some of the enduring questions our existence inevitably raises for us. The goals of this course reflect this focus.”

Gilgamesh, Aristotle, Goffman, Donne, Portal “This tension between backstage machination

and onstage performance is precisely what Portal depicts so perfectly - and, no small detail, so interactively.”

Page 10: Gabe Newell Keynote Talk

Games as Educational ToolsGames as Educational Tools

Games are inherently about learning Self-directed

Choose what and when to learn

Experiential not didactic (no formulas on whiteboards) Provide immediate feedback, support self monitoring

and provide a practice space Enjoyable

Page 11: Gabe Newell Keynote Talk

Games as FrameGames as Frame

More and more educators are realizing that video game development is a great way to motivate learning of a wide variety of topics Math Art Architecture Physics Programming 3D CAD Industrial Design ….

Page 12: Gabe Newell Keynote Talk
Page 13: Gabe Newell Keynote Talk

Games for ResearchGames for Research

Highest performance, real-time 3-D rendering of shared virtual worlds Decoupled Sampling for Graphics Pipelines, by J. Ragan-Kelley, J.

Lehtinen, J. Chen, F. Durand, MIT CSAIL and M. Doggett, Lund University

Spark: Modular, Composable Shaders for Graphics Hardware, by T. Fole, P. Hanraha, Stanford University

Sample Distribution Shadow Maps, A. Lauritzen, M. Salvi, A. Lefohn, Intel Corporation

Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes, N. Raghuvanshi, R. Mehra, M. Lin, University of North Carolina at Chapel Hill, N. Govindaraju, J. Snyder, Microsoft Research

Page 14: Gabe Newell Keynote Talk

Uh-ohUh-oh

Time for zombies and cursing

Page 15: Gabe Newell Keynote Talk
Page 16: Gabe Newell Keynote Talk

Zombies for GoodZombies for Good

Why are they interesting? Expressive synthetic actors

Based off of Paul Eckman’s work

Contingent Consistent, measurable, and untiring University of Washington is exploring the use of virtual

actors for autism socialization and therapies

Page 17: Gabe Newell Keynote Talk

Games for GivingGames for Giving

After the 2011 earthquake in Japan, Team Fortress 2, held a fund raiser

Using micro-transactions, players could purchase and wear items to show their support

All revenue went directly to the Red Cross fund for Japanese relief

It raised $500,000 in two weeks Games harness network effects –

the fact of your community support is visible to everyone

Page 18: Gabe Newell Keynote Talk

Games and NGOs - Khmer Genesis ProjectGames and NGOs - Khmer Genesis Project

Structural and architectural design of a 9-story building for an organization in Cambodia Anna Groendyk, Josh Uitvlugt, Amanda Hayes, Calvin

College

Needed a tool for visualization and client walk-throughs

Game engine was highest performance and it was free

Page 19: Gabe Newell Keynote Talk

Games as a Pro-social Training GroundGames as a Pro-social Training Ground

Social construct Sanctioning anti-social behavior and rewarding pro-

social behavior is much easier Communication is free world-wide Shared goals and achievement amplify the value of

communication Bring together fragmented communities Explore notions of self Opportunities for to learn leadership skills (e.g. clans) Encourage grass-roots self-organization

Communication is cheap, clear shared goals, delimited

Page 20: Gabe Newell Keynote Talk

Economic OpportunityEconomic Opportunity

3rd World Farming http://www.3rdworldfarmer.com 3rd World Farmer is a simulation that illustrates the plight of

poor farmers in unstable and impoverished countries. Players take the role of a desperate farming family and attempt to survive as long as possible while contending with disasters, wars, poor medical care, and unfair prices.

Low value-add labor Poor access to markets High capital costs I never made it past level 23

Page 21: Gabe Newell Keynote Talk

Economic OpportunityEconomic Opportunity

Gold Farming Market in virtual goods and services World of Warcraft rogue sold for $9,000

Low value-add labor Efficient access to worldwide market Low capital costs I made about $20/hour

Per capita GDP, WoW was ~$2,800 (ahead of Nigeria, Laos, Pakistan, Ghana, …)

Page 22: Gabe Newell Keynote Talk

Economic OpportunityEconomic Opportunity

The line between author and audience is very blurry Consumption leads to creation

Page 23: Gabe Newell Keynote Talk

Economic OpportunityEconomic Opportunity

Peer to peer content Let people build and sell neat stuff

to other people Models, maps, animations, … Lose control of your IP but

empower your community

A game is a worldwide market High value-add labor

First four “item farmers” made $40,000 USD apiece in two weeks

Page 24: Gabe Newell Keynote Talk

Policy – The Value of 30 Million ConnectionsPolicy – The Value of 30 Million Connections

30 million users Creates a framework for real-time measurement of the relative

efficacy of our programs What classes are most popular and result in the outcomes we are trying to

achieve? How much change can a community absorb? What is the optimal

relationship between frequency and scale of updates versus community engagement?

Which messages work best for which audience? What are regional variations in outcome? How likely are Norwegian customers with Nvidia graphics cards who buy

Counter-Strike on a Tuesday likely to buy Team Fortress 2 on a Thursday?

For us, we can’t imagine creating policy without this Anyone who uses the Steamworks API gets similar introspection into

their users

Page 25: Gabe Newell Keynote Talk

Practice – The Value of Direct MeasurementPractice – The Value of Direct Measurement

Biometrics Physiological signals of player

emotional state

Current experiments Heart rate Skin conductance levels Gaze tracking

Future experiments Pupil dilation EEGs Body temperature Facial expressions

Greatly increases subjective experience of contingency

Page 26: Gabe Newell Keynote Talk

SummarySummary

I am as excited as I’ve ever been about the opportunities and the future of games as a force for positive social change

The game community – the technology, the design knowledge, the companies, and the gamers themselves – are tools

Like a hammer, these tools won’t do anything unless you pick them up and use them

Page 27: Gabe Newell Keynote Talk

Games for ChangeGames for Change

Game engines Source, from Valve, www.valvesoftware.com Unreal, from Epic, http://www.udk.com/ Unity, from Unity, http://unity3d.com/

Community Steam, from Valve, www.steampowered.com

Community contribution model http://www.teamfortress.com/contribute/

Academic, NGO or research licensing Mike Dunkle, [email protected] Mike Durand, [email protected]

Biometric research Mike Ambinder, [email protected]

Graphics research Jason Mitchell, [email protected]