1 00:00:02,867 --> 00:00:06,165 >>> AMERICAN CONSUMERS SPENT MORE THAN $15 BILLION LAST 2 00:00:06,233 --> 00:00:09,765 YEAR ON VIDEO AND COMPUTER GAMES, A TREND THAT HAS LED TO 3 00:00:09,833 --> 00:00:13,165 CREATIVITY BOTH IN THE PRIVATE AND ACADEMIC SECTORS. 4 00:00:13,233 --> 00:00:16,366 REPORTER ANDREA VASQUEZ GIVES US A LOOK AT HOW ONE 5 00:00:16,433 --> 00:00:18,565 UNIVERSITY IS GRADUATING THE NEXT GENERATION OF GAME 6 00:00:18,633 --> 00:00:22,332 DEVELOPERS. >> AT A TIME WHEN 59% OF 7 00:00:22,400 --> 00:00:26,032 AMERICANS REPORT PLAYING VIDEO GAMES AND THE AVERAGE TIME 8 00:00:26,100 --> 00:00:29,899 PEOPLE SPEND ONLINE HAS OUTPACED TV VIEWING HOURS, THE 9 00:00:29,967 --> 00:00:32,665 GAMING LANDSCAPE LEAVES A LOT OF SPACE FOR DEVELOPERS TO 10 00:00:32,733 --> 00:00:37,199 EXPERIMENT. ONE PLACE THAT'S HAPPENING IS 11 00:00:37,266 --> 00:00:40,366 AT NYU POLYTECHNIC SCHOOL'S GAME INNOVATION LAB WHERE 12 00:00:40,433 --> 00:00:45,331 STUDENTS AND FACULTY CREATE VIRTUAL BUBBLE WRAP, DIGITAL 13 00:00:45,399 --> 00:00:48,999 ANIMATION TOOLS, AND MOTION DETECTING GAMES THAT ARE MEANT 14 00:00:49,066 --> 00:00:51,432 TO HELP KIDS WITH MATH. 15 00:00:51,533 --> 00:00:53,098 >> WELL, WE BASICALLY PLAY. 16 00:00:53,166 --> 00:00:55,498 THAT'S WHAT WE DO. 17 00:00:55,567 --> 00:00:57,566 [ LAUGHTER ] 18 00:00:57,667 --> 00:01:00,532 >> THIS IS WHERE Ph.D. STUDENTS COME TO PLAY. 19 00:01:00,600 --> 00:01:03,732 THE LAB OPENED IN 2011, MARRYING FUNCTION AND 20 00:01:03,800 --> 00:01:06,832 AESTHETICS IN PURSUIT OF GAMES. 21 00:01:06,934 --> 00:01:08,432 >> THE IDEA WAS TO COMBINE 22 00:01:08,499 --> 00:01:09,699 TECHNOLOGY AND ENTERTAINMENT 23 00:01:09,767 --> 00:01:11,265 AND TO CREATE A PLACE WHERE 24 00:01:11,366 --> 00:01:13,832 ENGINEERS COULD BENEFIT FROM WORKING WITH ARTISTS AND 25 00:01:13,900 --> 00:01:17,098 DESIGNERS TO SHAPE THE FUTURE OF ENTERTAINMENT TECHNOLOGY. 26 00:01:17,166 --> 00:01:20,432 >> 1.2 BILLION PEOPLE AROUND THE WORLD ARE GAMING ACCORDING 27 00:01:20,499 --> 00:01:24,832 TO A 2013 INDUSTRY SURVEY. THAT'S 17% OF THE GLOBAL 28 00:01:24,900 --> 00:01:29,165 POPULATION. AND IT'S NOT JUST GUYS. 29 00:01:29,232 --> 00:01:33,065 46% OF THE WORLD'S ONLINE GAMERS ARE WOMEN. 30 00:01:33,132 --> 00:01:35,398 >> THE WAY THE VIDEO GAME DESIGN HAS PROGRESSED, 31 00:01:35,499 --> 00:01:37,365 IT'S DEFINITELY BECOME MUCH, 32 00:01:37,433 --> 00:01:39,065 MUCH MORE OPEN THAN TRYING TO 33 00:01:39,132 --> 00:01:40,165 BECOME A MORE BROADLY 34 00:01:40,232 --> 00:01:41,632 ACCESSIBLE MEDIUM. 35 00:01:41,733 --> 00:01:45,066 >> STUDENTS IN COMPUTER SCIENCE, ART, EDUCATION, MATH, 36 00:01:45,133 --> 00:01:49,198 AND DESIGN FIND COMMON GROUND IN THE LAB, CREATING GAMES FOR 37 00:01:49,266 --> 00:01:52,666 LEARNING, HEALTH, AND TO SOLVE PROBLEMS. 38 00:01:52,734 --> 00:01:55,365 >> THEY BRING IN BILLIONS OF DOLLARS OF REVENUE A YEAR 39 00:01:55,433 --> 00:01:57,933 GLOBALLY, RIGHT? AND THEY ARE JUST AS MUCH A 40 00:01:58,001 --> 00:02:00,599 PART OF EVERYDAY CULTURE NOW AS MOVIES OR NOVELS, ANY OF 41 00:02:00,667 --> 00:02:03,232 THOSE THINGS. BUT WE'RE ALSO REALLY 42 00:02:03,299 --> 00:02:06,132 INTERESTED IN HOW GAMING TECHNOLOGY AND APPROACHES CAN 43 00:02:06,199 --> 00:02:09,033 BE USED TO SOLVE PRACTICAL PROBLEMS, LIKE STROKE 44 00:02:09,101 --> 00:02:11,799 REHABILITATION OR MATH EDUCATION. 45 00:02:11,867 --> 00:02:15,000 >> NEARLY TWO-THIRDS OF GAMERS PLAY WITH OTHER PEOPLE, EITHER 46 00:02:15,067 --> 00:02:19,066 FACE TO FACE OR ONLINE. AND TO ENCOURAGE THAT KIND OF 47 00:02:19,133 --> 00:02:22,365 INTERACTION, THE LAB'S ARTIST IN RESIDENCE DESIGNED THE 48 00:02:22,433 --> 00:02:25,398 LIGHTNING BUG GAME WHICH CALLS FOR TWO PLAYERS TO TOUCH HANDS 49 00:02:25,466 --> 00:02:29,232 SO THAT ONE CAN SHOOT LASERS OUT OF A SPIKED SLEEVE. 50 00:02:29,333 --> 00:02:30,298 >> I'M EXPLORING COSTUMES AS 51 00:02:30,366 --> 00:02:32,398 GAME CONTROLLERS. 52 00:02:32,466 --> 00:02:33,933 SO THE INTERSECTION BETWEEN 53 00:02:34,001 --> 00:02:36,666 WEARABLE TECHNOLOGY AND GAMES. 54 00:02:36,767 --> 00:02:39,033 HE'S WEARING A POWER PACK THAT LIGHTS UP AS HE 55 00:02:39,101 --> 00:02:42,899 COLLECTS POWER. AND THEN WHEN WE HOLD HANDS, 56 00:02:42,966 --> 00:02:46,365 THE POWER GETS DISTRIBUTED FROM THE POWER PACK TO THE 57 00:02:46,433 --> 00:02:49,399 GAUNTLET, AND THAT IS THE ONLY WAY THE PLAYER IS ABLE TO 58 00:02:49,466 --> 00:02:54,932 SHOOT, AND THEN WE PLAY THIS IN THIS LARGE DOME HERE. 59 00:02:55,000 --> 00:02:57,932 >> IN DECADES OF GAME DEVELOPMENT, TECHNOLOGY HAS 60 00:02:58,000 --> 00:03:01,332 LED TO FASTER PROCESSING SPEEDS, SHARPER GRAPHICS, AND 61 00:03:01,400 --> 00:03:05,199 MORE ELABORATE STORY LINES. DESPITE RECENT INDUSTRY 62 00:03:05,266 --> 00:03:07,899 LAYOFFS, THOSE ADVANCES HAVE CREATED A LARGER POOL OF 63 00:03:07,966 --> 00:03:11,566 PROGRAMMERS AND PRODUCTS. >> SO AT FIRST COMPUTERS HAD A 64 00:03:11,633 --> 00:03:13,299 LOT OF CONSTRAINTS. THEY DIDN'T HAVE SO MUCH 65 00:03:13,366 --> 00:03:16,299 MEMORY. THEY WERE SLOW, BUT NOW THEY 66 00:03:16,366 --> 00:03:18,432 ARE REALLY FAST. WE HAVE ALL KINDS OF SENSORS. 67 00:03:18,500 --> 00:03:20,465 SO THERE'S NO REASON THE COMPUTER CAN'T COME A LOT 68 00:03:20,533 --> 00:03:22,532 FURTHER TO YOU AND INTERACT WITH YOU THE WAY THAT YOU'RE 69 00:03:22,600 --> 00:03:25,365 COMFORTABLE, RIGHT? READ YOUR BODY LANGUAGE, 70 00:03:25,433 --> 00:03:27,566 UNDERSTAND YOUR FACIAL EXPRESSIONS, BE A LITTLE 71 00:03:27,633 --> 00:03:29,432 SENSITIVE TO WHEN IS THE RIGHT TIME TO INTERRUPT AND THAT 72 00:03:29,500 --> 00:03:32,132 SORT OF THING. >> IT USED TO BE THAT MAKING A 73 00:03:32,200 --> 00:03:34,299 GAME WAS ACTUALLY A VERY TECHNICALLY DIFFICULT THING. 74 00:03:34,366 --> 00:03:37,365 SO OVER THE LAST COUPLE OF YEARS, THE TOOLS HAVE GOTTEN 75 00:03:37,433 --> 00:03:39,232 SO MUCH BETTER TO THE POINT WHERE PRETTY MUCH ANYBODY CAN 76 00:03:39,300 --> 00:03:41,566 SIT DOWN AND MAKE A GAME IF THEY WANT TO. 77 00:03:41,633 --> 00:03:44,633 >> AN INDIE MOVEMENT HAS EMERGED IN GAMING, OFFERING AN 78 00:03:44,700 --> 00:03:48,099 ALTERNATIVE TO BIG BUDGETS AND BRAND NAMES AND MAKING ROOM 79 00:03:48,167 --> 00:03:51,399 FOR LESSER KNOWN PROGRAMMERS TO BREAK IN. 80 00:03:51,467 --> 00:03:54,532 BUT DESPITE EVOLVING TECHNOLOGY AT A GAME CREATOR'S 81 00:03:54,600 --> 00:03:57,266 DISPOSAL, FACULTY AND THE LAB WARN STUDENTS NOT TO 82 00:03:57,333 --> 00:04:00,999 OVERCOMPLICATE THEIR GAMES. >> I THINK THIS IS A GENERAL 83 00:04:01,067 --> 00:04:05,299 TREND WITH TECHNOLOGY. AS IT BECOMES SMALLER AND MORE 84 00:04:05,367 --> 00:04:09,932 CAPABLE OF DOING THINGS, HOW CAN WE USE THIS REALLY 85 00:04:10,000 --> 00:04:12,699 AFFORDABLE SENSOR TO MAKE, YOU KNOW, THIS GAME, OR RATHER, 86 00:04:12,767 --> 00:04:16,899 THIS IS THE GAME IDEA AND THIS IS HOW WE CAN USE TECHNOLOGY 87 00:04:16,967 --> 00:04:20,633 TO ENHANCE THE IDEA. >> THERE'S STILL A LOT TO BE 88 00:04:20,700 --> 00:04:25,733 LEARNED FROM THE SMALLER GEMS THAT WE HAD BY NECESSITY 89 00:04:25,800 --> 00:04:27,899 30 YEARS AGO WHEN TECHNOLOGY WASN'T THERE YET. 90 00:04:27,967 --> 00:04:30,266 WELL, NOW WE HAVE ALL 3D GRAPHICS AND BIG CONTROLLERS 91 00:04:30,333 --> 00:04:33,299 AND EVERYTHING, AND EVERYONE ALWAYS WANTS TO PUSH THAT, 92 00:04:33,367 --> 00:04:35,832 AND THAT'S GREAT, AND I'M HAPPY THAT THAT'S HAPPENING, BUT I 93 00:04:35,900 --> 00:04:37,932 THINK THERE'S A LOT OF SPACE UNDERNEATH THAT CURVE THAT 94 00:04:38,000 --> 00:04:40,932 HASN'T BEEN FULLY EXPLORED YET. 95 00:04:41,000 --> 00:04:43,432 >> MORE THAN HALF OF ALL U.S. HOUSEHOLDS OWN AT LEAST ONE 96 00:04:43,500 --> 00:04:45,999 GAME CONSOLE.