WEBVTT 00:02.867 --> 00:06.165 >>> AMERICAN CONSUMERS SPENT MORE THAN $15 BILLION LAST 00:06.233 --> 00:09.765 YEAR ON VIDEO AND COMPUTER GAMES, A TREND THAT HAS LED TO 00:09.833 --> 00:13.165 CREATIVITY BOTH IN THE PRIVATE AND ACADEMIC SECTORS. 00:13.233 --> 00:16.366 REPORTER ANDREA VASQUEZ GIVES US A LOOK AT HOW ONE 00:16.433 --> 00:18.565 UNIVERSITY IS GRADUATING THE NEXT GENERATION OF GAME 00:18.633 --> 00:22.332 DEVELOPERS. >> AT A TIME WHEN 59% OF 00:22.400 --> 00:26.032 AMERICANS REPORT PLAYING VIDEO GAMES AND THE AVERAGE TIME 00:26.100 --> 00:29.899 PEOPLE SPEND ONLINE HAS OUTPACED TV VIEWING HOURS, THE 00:29.967 --> 00:32.665 GAMING LANDSCAPE LEAVES A LOT OF SPACE FOR DEVELOPERS TO 00:32.733 --> 00:37.199 EXPERIMENT. ONE PLACE THAT'S HAPPENING IS 00:37.266 --> 00:40.366 AT NYU POLYTECHNIC SCHOOL'S GAME INNOVATION LAB WHERE 00:40.433 --> 00:45.331 STUDENTS AND FACULTY CREATE VIRTUAL BUBBLE WRAP, DIGITAL 00:45.399 --> 00:48.999 ANIMATION TOOLS, AND MOTION DETECTING GAMES THAT ARE MEANT 00:49.066 --> 00:51.432 TO HELP KIDS WITH MATH. 00:51.533 --> 00:53.098 >> WELL, WE BASICALLY PLAY. 00:53.166 --> 00:55.498 THAT'S WHAT WE DO. 00:55.567 --> 00:57.566 [ LAUGHTER ] 00:57.667 --> 01:00.532 >> THIS IS WHERE Ph.D. STUDENTS COME TO PLAY. 01:00.600 --> 01:03.732 THE LAB OPENED IN 2011, MARRYING FUNCTION AND 01:03.800 --> 01:06.832 AESTHETICS IN PURSUIT OF GAMES. 01:06.934 --> 01:08.432 >> THE IDEA WAS TO COMBINE 01:08.499 --> 01:09.699 TECHNOLOGY AND ENTERTAINMENT 01:09.767 --> 01:11.265 AND TO CREATE A PLACE WHERE 01:11.366 --> 01:13.832 ENGINEERS COULD BENEFIT FROM WORKING WITH ARTISTS AND 01:13.900 --> 01:17.098 DESIGNERS TO SHAPE THE FUTURE OF ENTERTAINMENT TECHNOLOGY. 01:17.166 --> 01:20.432 >> 1.2 BILLION PEOPLE AROUND THE WORLD ARE GAMING ACCORDING 01:20.499 --> 01:24.832 TO A 2013 INDUSTRY SURVEY. THAT'S 17% OF THE GLOBAL 01:24.900 --> 01:29.165 POPULATION. AND IT'S NOT JUST GUYS. 01:29.232 --> 01:33.065 46% OF THE WORLD'S ONLINE GAMERS ARE WOMEN. 01:33.132 --> 01:35.398 >> THE WAY THE VIDEO GAME DESIGN HAS PROGRESSED, 01:35.499 --> 01:37.365 IT'S DEFINITELY BECOME MUCH, 01:37.433 --> 01:39.065 MUCH MORE OPEN THAN TRYING TO 01:39.132 --> 01:40.165 BECOME A MORE BROADLY 01:40.232 --> 01:41.632 ACCESSIBLE MEDIUM. 01:41.733 --> 01:45.066 >> STUDENTS IN COMPUTER SCIENCE, ART, EDUCATION, MATH, 01:45.133 --> 01:49.198 AND DESIGN FIND COMMON GROUND IN THE LAB, CREATING GAMES FOR 01:49.266 --> 01:52.666 LEARNING, HEALTH, AND TO SOLVE PROBLEMS. 01:52.734 --> 01:55.365 >> THEY BRING IN BILLIONS OF DOLLARS OF REVENUE A YEAR 01:55.433 --> 01:57.933 GLOBALLY, RIGHT? AND THEY ARE JUST AS MUCH A 01:58.001 --> 02:00.599 PART OF EVERYDAY CULTURE NOW AS MOVIES OR NOVELS, ANY OF 02:00.667 --> 02:03.232 THOSE THINGS. BUT WE'RE ALSO REALLY 02:03.299 --> 02:06.132 INTERESTED IN HOW GAMING TECHNOLOGY AND APPROACHES CAN 02:06.199 --> 02:09.033 BE USED TO SOLVE PRACTICAL PROBLEMS, LIKE STROKE 02:09.101 --> 02:11.799 REHABILITATION OR MATH EDUCATION. 02:11.867 --> 02:15.000 >> NEARLY TWO-THIRDS OF GAMERS PLAY WITH OTHER PEOPLE, EITHER 02:15.067 --> 02:19.066 FACE TO FACE OR ONLINE. AND TO ENCOURAGE THAT KIND OF 02:19.133 --> 02:22.365 INTERACTION, THE LAB'S ARTIST IN RESIDENCE DESIGNED THE 02:22.433 --> 02:25.398 LIGHTNING BUG GAME WHICH CALLS FOR TWO PLAYERS TO TOUCH HANDS 02:25.466 --> 02:29.232 SO THAT ONE CAN SHOOT LASERS OUT OF A SPIKED SLEEVE. 02:29.333 --> 02:30.298 >> I'M EXPLORING COSTUMES AS 02:30.366 --> 02:32.398 GAME CONTROLLERS. 02:32.466 --> 02:33.933 SO THE INTERSECTION BETWEEN 02:34.001 --> 02:36.666 WEARABLE TECHNOLOGY AND GAMES. 02:36.767 --> 02:39.033 HE'S WEARING A POWER PACK THAT LIGHTS UP AS HE 02:39.101 --> 02:42.899 COLLECTS POWER. AND THEN WHEN WE HOLD HANDS, 02:42.966 --> 02:46.365 THE POWER GETS DISTRIBUTED FROM THE POWER PACK TO THE 02:46.433 --> 02:49.399 GAUNTLET, AND THAT IS THE ONLY WAY THE PLAYER IS ABLE TO 02:49.466 --> 02:54.932 SHOOT, AND THEN WE PLAY THIS IN THIS LARGE DOME HERE. 02:55.000 --> 02:57.932 >> IN DECADES OF GAME DEVELOPMENT, TECHNOLOGY HAS 02:58.000 --> 03:01.332 LED TO FASTER PROCESSING SPEEDS, SHARPER GRAPHICS, AND 03:01.400 --> 03:05.199 MORE ELABORATE STORY LINES. DESPITE RECENT INDUSTRY 03:05.266 --> 03:07.899 LAYOFFS, THOSE ADVANCES HAVE CREATED A LARGER POOL OF 03:07.966 --> 03:11.566 PROGRAMMERS AND PRODUCTS. >> SO AT FIRST COMPUTERS HAD A 03:11.633 --> 03:13.299 LOT OF CONSTRAINTS. THEY DIDN'T HAVE SO MUCH 03:13.366 --> 03:16.299 MEMORY. THEY WERE SLOW, BUT NOW THEY 03:16.366 --> 03:18.432 ARE REALLY FAST. WE HAVE ALL KINDS OF SENSORS. 03:18.500 --> 03:20.465 SO THERE'S NO REASON THE COMPUTER CAN'T COME A LOT 03:20.533 --> 03:22.532 FURTHER TO YOU AND INTERACT WITH YOU THE WAY THAT YOU'RE 03:22.600 --> 03:25.365 COMFORTABLE, RIGHT? READ YOUR BODY LANGUAGE, 03:25.433 --> 03:27.566 UNDERSTAND YOUR FACIAL EXPRESSIONS, BE A LITTLE 03:27.633 --> 03:29.432 SENSITIVE TO WHEN IS THE RIGHT TIME TO INTERRUPT AND THAT 03:29.500 --> 03:32.132 SORT OF THING. >> IT USED TO BE THAT MAKING A 03:32.200 --> 03:34.299 GAME WAS ACTUALLY A VERY TECHNICALLY DIFFICULT THING. 03:34.366 --> 03:37.365 SO OVER THE LAST COUPLE OF YEARS, THE TOOLS HAVE GOTTEN 03:37.433 --> 03:39.232 SO MUCH BETTER TO THE POINT WHERE PRETTY MUCH ANYBODY CAN 03:39.300 --> 03:41.566 SIT DOWN AND MAKE A GAME IF THEY WANT TO. 03:41.633 --> 03:44.633 >> AN INDIE MOVEMENT HAS EMERGED IN GAMING, OFFERING AN 03:44.700 --> 03:48.099 ALTERNATIVE TO BIG BUDGETS AND BRAND NAMES AND MAKING ROOM 03:48.167 --> 03:51.399 FOR LESSER KNOWN PROGRAMMERS TO BREAK IN. 03:51.467 --> 03:54.532 BUT DESPITE EVOLVING TECHNOLOGY AT A GAME CREATOR'S 03:54.600 --> 03:57.266 DISPOSAL, FACULTY AND THE LAB WARN STUDENTS NOT TO 03:57.333 --> 04:00.999 OVERCOMPLICATE THEIR GAMES. >> I THINK THIS IS A GENERAL 04:01.067 --> 04:05.299 TREND WITH TECHNOLOGY. AS IT BECOMES SMALLER AND MORE 04:05.367 --> 04:09.932 CAPABLE OF DOING THINGS, HOW CAN WE USE THIS REALLY 04:10.000 --> 04:12.699 AFFORDABLE SENSOR TO MAKE, YOU KNOW, THIS GAME, OR RATHER, 04:12.767 --> 04:16.899 THIS IS THE GAME IDEA AND THIS IS HOW WE CAN USE TECHNOLOGY 04:16.967 --> 04:20.633 TO ENHANCE THE IDEA. >> THERE'S STILL A LOT TO BE 04:20.700 --> 04:25.733 LEARNED FROM THE SMALLER GEMS THAT WE HAD BY NECESSITY 04:25.800 --> 04:27.899 30 YEARS AGO WHEN TECHNOLOGY WASN'T THERE YET. 04:27.967 --> 04:30.266 WELL, NOW WE HAVE ALL 3D GRAPHICS AND BIG CONTROLLERS 04:30.333 --> 04:33.299 AND EVERYTHING, AND EVERYONE ALWAYS WANTS TO PUSH THAT, 04:33.367 --> 04:35.832 AND THAT'S GREAT, AND I'M HAPPY THAT THAT'S HAPPENING, BUT I 04:35.900 --> 04:37.932 THINK THERE'S A LOT OF SPACE UNDERNEATH THAT CURVE THAT 04:38.000 --> 04:40.932 HASN'T BEEN FULLY EXPLORED YET. 04:41.000 --> 04:43.432 >> MORE THAN HALF OF ALL U.S. HOUSEHOLDS OWN AT LEAST ONE 04:43.500 --> 04:45.999 GAME CONSOLE.