Edutainment on Consoles: We hear from the "big three"
Tuesday, October 14th, 2008

Brian Crecente over at Kotaku took the initiative to hit up the big three console makers as to the future of educational content on their system.
You can see the full interview here
Here’s a distilled version of what they said:
Nintendo – Denise Kaigler- They’re already doing it, and have had wild success with Brain Age, Wii Fit, etc
- Taking a broader approach to what “educational” means. It doesn’t need to be a curriculum thing, more like personal development / expression (see: Wii Music, My Spanish Coach), and games like Mystery Case Files that require more mental activity and focus, but are still primarily entertainment products
- Nice quote around how games in general can be a positive influence “Games can open up the imagination, just like a good book or movie can”
- Very committed to it as a driver in expanding the mass market relevance of the 360
- Focusing on development tools (XNA) and distribution models (XBLA Community Marketplace) that lower the cost of development for consoles, hence making consoles a more accessible platform for smaller educational projects
- While both Nintendo and Sony pointed to their links with charities as their commitment to social responsibility, it seems Microsoft are the only ones invested to pushing forward the field of developing games which specifically address an educational or social problem
- Agrees consoles are a good platform for delivery of educational content, as the Gen Y demographic are fluent with their interfaces
- Have already had some success with putting the PSP into schools
- Educational games are a “secondary” (maybe tertiary, after casual entertainment?) focus for the console, and as such will become more relevant as the PS3’s 10 year lifecycle plays out
- They see Buzz as having meaningful elements through development of general knowledge
- Sights LittleBigPlanet as “exactly the type of game with the potential to be held up as providing a positive influence”
In short, Nintendo are happy they’re doing their bit, Microsoft are investing in the progression of game design as an educational medium, and Sony seem focused on extending the value proposition of entertainment titles through meaningful content such as user-created content.
Microsoft and NYU Get Behind Meaningful Play
Friday, October 10th, 2008

In partnership with “Columbia University, Dartmouth College, Parsons, Polytechnic Institute of NYU, and other colleges”, Microsoft are launching a Games for Learning Institute at NYU, specifically focused on creating educational games to teach maths, science, and engineering.
Microsoft chief research and strategy officer Craig Mundie said that “The Games for Learning Institute at NYU is a great example of how technology can change how students learn, making it far more natural and intuitive.”
It’s a great time for Meaningful Play. As the financial market continues to crumble along with educational standards, its becoming very clear that a brute force “throw more money at it” approach is not an effective solution for effectively engaging with Gen Y.
We need to be working smarter not harder to revitalize curriculum and teaching tools so they are relevant to todays students. Gen Y’s demand participation, personalization, interactivity, and community. Traditional teaching methods just cant compete with the engagement these kids experience through social networks and gaming. And what’s more, games aren’t just cool, but a superior method for understanding and experimenting with concepts and principles.
There is clearly huge opportunity in games based learning through Meaningful Play.
P.S. Over at Straylight we put up a couple of new pages explaining our approach to the utilization of Meaningful Play, in particular it’s application across the three “genres” we see, one of which is Education. Keen for everyone’s thoughts


Comments
