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on an emergency management AR game for<br />

kids.<br />

A lot of schools are currently testing it too,<br />

because it’s an interesting way for them to see<br />

how tech and augmented reality fit into the<br />

classroom. AR allows for more discovery-based<br />

learning, which is what teachers have found<br />

motivates the kids more, makes them want to<br />

learn.<br />

Outside of the classroom, new tech has also<br />

seen an uptake in slow learners regarding<br />

reading; for instance, a lot of kids now are<br />

already fluent in reading by age four, because<br />

they’ve been learning from computer games.<br />

Even if those kids would normally lack<br />

motivation in terms of learning to read, they<br />

want to learn because otherwise they can't play<br />

these games. It's very easy to discover ways that<br />

AR, same as VR or MR have got the potential<br />

to change behaviour. It’s got such an extreme<br />

impact on people, compared to when you're<br />

reading a story or watching a YouTube video.<br />

It’s the kind of experience that has the potential<br />

to change behaviour.<br />

They are obviously aware that there is a shift,<br />

and one of the trends with young consumers is<br />

that they want to be creative, they want to<br />

collaborate. It’s no longer all about watching a<br />

movie; it's more fun to engage something you<br />

can interact with. That trend is changing the<br />

entertainment format incredibly, and changing<br />

how we tell stories. Storytelling for the longest<br />

time has been linear, and now it is becoming<br />

interactive, which people are still trying to get<br />

their heads around. Storytelling becomes an<br />

experience.<br />

The tradition of linear storytelling was a huge<br />

challenge for the entertainment industry where<br />

I got out, because up until then, making a film<br />

was like writing a book. It’s a linear story. You<br />

weren’t supposed to change the ending or be a<br />

character in it; but now that’s what people<br />

want, to be a part of that experience.<br />

Augmented and virtual reality make that<br />

possible. I can be part of the story, I can be in a<br />

movie with virtual reality. Trying to get the film<br />

industry to adapt to those changes is the<br />

challenge.<br />

The film industry has been living off grants,<br />

and the gaming industry never had that<br />

opportunity. They had to create fan-based stuff,<br />

and a lot of games were created because they<br />

were a work of love happening in the afterhours.<br />

Not only that, but through<br />

crowdfunding, the community of consumers<br />

are now all of a sudden in charge of what gets<br />

made, by deciding what projects get the budget.<br />

If something has got a following, if it’s got a<br />

fanbase, then that thing will get made.<br />

Everyone in the film industry is very aware<br />

that budgets are shrinking and audiences are<br />

disappearing and moving to different platforms<br />

– especially the younger ones. Television<br />

channels as we know them one example of a<br />

medium that is struggling. They are even<br />

starting to look into digital platforms they can<br />

provide; TVNZ is just in the process of<br />

developing a kids’ platform featuring games.

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