"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
Ma thesis: adaptation & narrative - books into cartoons into gamesClaudio Pires Franco
Feel free to download it, but if using it please mention me as author - and a LIKE would be nice.
This thesis is based on an empirical study of the BBC’s Muddle Earth multiplayer online game. It is a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a book, into a TV series, and finally into a game.
At a time when cross-media strategies have become an established part of the children’s media landscape, staying ‘on brand’ across different media is an essential factor to maximise audience benefits. In order to provide seamless cross-media experiences, game adaptations are required to live up to the expectations set up by their source materials – brand consistency becomes an essential target for production.
Brand consistency, however, is a fluid concept with floating meanings, often only defined in operation when producers provide feedback in processes of revision leading to the approval of new content. Furthermore, it can be found at different levels, from surface form (visual elements, game assets), to deeper content (tone, style and effect). The research investigates both, and makes use of narrative concepts and models to assess brand consistency at the more complex level of content.
Game adaptations are also required to meet the expectations of game players. Adapting into a new medium includes some level of remediation, but also entails the use of new devices and conventions, which offer different kinds of pleasures. This study looks at the ways in which these were translated, continued and modified in Muddle Earth.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents. The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
Ma thesis: adaptation & narrative - books into cartoons into gamesClaudio Pires Franco
Feel free to download it, but if using it please mention me as author - and a LIKE would be nice.
This thesis is based on an empirical study of the BBC’s Muddle Earth multiplayer online game. It is a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a book, into a TV series, and finally into a game.
At a time when cross-media strategies have become an established part of the children’s media landscape, staying ‘on brand’ across different media is an essential factor to maximise audience benefits. In order to provide seamless cross-media experiences, game adaptations are required to live up to the expectations set up by their source materials – brand consistency becomes an essential target for production.
Brand consistency, however, is a fluid concept with floating meanings, often only defined in operation when producers provide feedback in processes of revision leading to the approval of new content. Furthermore, it can be found at different levels, from surface form (visual elements, game assets), to deeper content (tone, style and effect). The research investigates both, and makes use of narrative concepts and models to assess brand consistency at the more complex level of content.
Game adaptations are also required to meet the expectations of game players. Adapting into a new medium includes some level of remediation, but also entails the use of new devices and conventions, which offer different kinds of pleasures. This study looks at the ways in which these were translated, continued and modified in Muddle Earth.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents. The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
Presentation given at the Society for Interactive Learning Technology (SALT) Washington Interactive Technologies Conference 2010 by Ron Punako, Jr. and Joy Pachucki
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
Presentation given at the Society for Interactive Learning Technology (SALT) Washington Interactive Technologies Conference 2010 by Ron Punako, Jr. and Joy Pachucki
Lecture "An Introduction to Game Research" by Mirjam P Eladhari. Given in 2010 as part of the course International Game Production Studies I at Gotland University in Sweden.
Videogames, education and job: the international serious game jam JamTodayMatteo Uggeri
Slides for my presentation at "Retrofuturo - Independent Game Culture Festival" event in Milan on the 28th of February 2016.
http://www.playing.vg/news/blog/retrofuturo-indeculture-festival/?noredirect=en-US
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
Nicholas lim chong_hock_(s3186372)_mc2_assign2_serious_games_presentation
1. Serious Games
A presentation by:
Nicholas Lim Chong Hock S3186372
Media Cultures 2
2010
2. What is a Serious Game?
• Per Backlund defines serious games as "games that engage the user, and contribute to the achievement
of a defined purpose other than pure entertainment (whether or not the user is consciously aware of it). A
game’s purpose may be formulated by the user her/himself or by the game designer, which means that
also a commercial off-the-shelf (COTS) game, used for non-entertainment purposes, may be considered a
serious game.”
• http://www.serious-player.com/?p=305
*Per Backlund holds a PhD from Stockholm University in Computer Science and is currently a senior lecturer at
University of Skovde, Sweden. He is currently managing the InGaMe Lab (Interactive Game Media Laboratory)
research group which is focusing on the fields of computer games and other interactive media. He has worked on
different serious game projects within different application areas such as training, education and rehabilitation (health
field). He is also the coordinator of the study programme of a recent Master degree in Serious Game at University of
Skovde.
3. Definitions Part 2
“There is no single definition of serious games, though they are generally held to be games
used for training, advertising, simulation, or education. Alternate definitions include the
application of games concepts, technologies and ideas to non-entertainment applications.
Serious games include and are more than those intended for an audience outside of
primary or secondary education. Serious games can be of any genre, use any game
technology, and be developed for any platform. Some may consider them a kind of
edutainment; however, the mainstay of the community are resistant to this term..
A serious game may be a simulation which has the look and feel of a game, but
corresponds to non-game events or processes, including business operations and military
operations. The games are intended to provide an engaging, self-reinforcing context in
which to motivate and educate the players. Other purposes for such games include
marketing and advertisement. The largest users (unsubstantiated by business intelligence)
of SGs (serious games) appear to be the US government and medical professionals. Other
commercial sectors are actively pursuing development of these types of tools as well.”
-http://www.bookrags.com/wiki/Serious_game
4. Definitions - Part 3
• A serious game is a game designed for a primary purpose other than pure entertainment.
The "serious" adjective is generally appended to refer to products used by industries like
defense, education, scientific exploration, health care, emergency management, city
planning, engineering, religion, and politics.
• - Wikipedia, http://en.wikipedia.org/wiki/Serious_game
• Serious Games: The application of gaming technology, process, and design to the solution
of problems faced by businesses and other organizations. Serious games promote the
transfer and cross fertilization of game development knowledge and techniques in
traditionally non-game markets such as training, product design, sales, marketing, etc.
- http://lostgarden.com/2005/05/serious-games-broader-definition.html
5. Definitions – Continued: Distinguishing Serious Games, Games,
Training Simulations, Based on Intent
In this case, games, serious games, and trainning simulations can be easily distinguished if you consider what they
are and may be used for, relative to the person playing or participating in its use.
Hannah Johnston and Anthony Whitehead of the School of Information Technology, Carleton University Canada
compare the above classification and distinction between the three things to reading a book. A person may be
seeking knowledege, entertainment, or reference.
Johnston & Whitehead presents this example: a mathematician reads a maths book purely for reference (call it a
manual) as it is based in his/her work, and is extremely close to his/her's reality. This same book is read by a
student, and its contents are far enough from the student's everyday life to be considered a textbook. A maths
enthusiast, however, reads it for recreational purposes and enjoys doing so – in this case the book read by
mathematician and student is now, simply a book.
A person using a flight simulator for fun may still learn something about flying an actual plane despite the fact that
the original intent was for entertainment. Here, the simulator is treated as a expensive game. When the same
simulator is used by a student to actually learn how to be a pilot, the game is classified as a serious game. A
professional pilot may use the simulator as a training device to learn life-saving and essential maneouvers which are
tied to his/ her daily tasks.
We can see here how the
context or the intent of the
use of a book or a game is
visually represented to
reinforce Johnston and
Whitehead's example.
http://portal.acm.org/ft_gateway.cfm?
id=1639607&type=pdf
6. Advergaming
• A Advergaming - used to advertise other products. Example: I Love Bees.
This was a real-world experience and a viral marketing campaign promoting Halo 2 for the original
Xbox in 2004. As players solved puzzles, the site gradually released audio logs concerning this
game’s fictional backstory which was set in the Halo Universe. Note that this marketing storyline
was not canonical.
This site/ metagame/ advergame got a lot of people
interested in what was to be seen in Halo 2, or simply
to get a sense of what the Halo universe was about.
http://www.ilovebees.com/
7. Edutainment
4 Edutainment/Games-Based Learning -
4 These games have defined learning outcomes. Generally they are designed in order to
balance the subject matter with the gameplay and the ability of the player to retain and
apply said subject matter to the real world. One of the first edutainment games was the
Seven Cities of Gold.
The Seven Cities of Gold created by Ozark Softscape
in 1984 put players in the role of a 15th century
Spanish explorer in the New World. They had to interact
with the natives to gain gold and favour with the Spanish
Court. Players could choose a peaceful approach or
aggressive approach. The game encouraged peaceful
solutions to in-game problems, and was influenced by historical
Events of that era. In short, players got a taste of historical accuracy
And hopefully, they learned to get along with other human beings
In real life by favouring diplomacy and co-operation.
4 “If you continually abuse the natives you will eventually see a message from the king saying
'Don't treat the natives so badly. But keep the gold coming.' This double standard is straight
out of history.”
- Daniel Paul Bunten, designer of the game.
- http://www.mobygames.com/game/seven-cities-of-gold
- http://en.wikipedia.org/wiki/The_Seven_Cities_of_Gold_(video_game)
8. News Games
• Diverted or News Games - These games directly discuss and present political or
geopolitical problems.
Examples include September 12th: a free Shockwave game where players try to
solve the terrorist problem. The developers intended for players to get thinking
about what happens to the civilians of places like Afghanistan and Iraq, where the
'War on Terror' is waged.
The game is available for free here:
http://www.newsgaming.com/newsgames.htm
"It was the first game we made where every
design decision was hell. Do people cry over
dead terrorists?"
-Gonzalo Frasca,of Powerful Robot Games -
developer of September 12th game.
9. Simulation Games
These games are exactly as they sound, they simulate real-world actions. A prime example is Microsoft's long-running
Flight Simulator series.
Flight Simulator was created by Bruce Artwick. He first came up with the idea in the mid 1970's, and presented a model
of a flying aircraft in real-time on a computer screen as his thesis "A versatile computer-generated dynamic flight
display". Thus, the first flight simulator was born.
Microsoft obtained a license for Artwick's Flight Simulator, and the series would go on to become one of computer
gaming's longest-running franchises.
Each subsequent version of Microsoft Flight Simulator features improved graphics and on-screen representation, but
each version has greatly simulated the flight of flying various aircraft.
The original commercial Flight Simulator for Apple-II. The fourth version allowed users to create Microsoft Flight Simulator X.
custom aircraft and scenery.
http://fshistory.simflight.com/fsh/versions.htm
10. Persuasion Games
• Persuasive Games - used to show a specific point of view, whether it be related to military, social,
diplomatic, or religious matters.
• http://www.persuasivegames.com/games/
• A site with plenty of games under this subset of serious games, but created by a developer called
‘Persuasion Games’. Here are some examples:
“Fatworld is a game about the “Airport Insecurity - a game about “Windfall - A strategy game about
politics of nutrition. It explores the inconvenience and the tradeoffs building wind farms to create clean
relationships between obesity, between security and rights in American energy profitably. “
nutrition, and socioeconomics in airports. While the government wants
the contemporary U.S.” you to believe that increased protection
and reduced rights are necessary to
protect you from terrorism, the
effectiveness of airport security practices
is uncertain..”
11. Other Interesting
Facts
* Military flight training involves the use of Microsoft Flight Simulator.
* Full Spectrum Warrior - how it helps American war veterans cope with
past psychological trauma.
* Are Surgeons using Video Games to Train?
12. Military Aviators Practice using Microsoft Flight Simulator
Pilot training students which used Microsoft Flight Simulator scored higher than their peers who had never
played the game. Specifically, a Navy pilot trainee excelled to such an extent that the Navy included the
Flight Simulator program into the syllabus, encouraging trainees to use it for practice and training.
In January 2000 the Navy issued a modified version of Microsoft Flight Simulator to all student pilots and
undergraduates enrolled in 65 colleges under Naval Reserve Officer Training Courses. This is because
trainees are allowed to learn and practice the basics - like cockpit control manipulation and navigation
without having to be physically present in an expensive aircraft.
The above advantage is paired with the fact that Microsoft Flight Simulator costs dramatically less than the
multi-million dollar flight simulation systems purchased by armed forces in the past. However, Microsoft
Flight Simulator can only go so far, as Bill Lewandowski, the manager of the training systems division of
Flight Safety International states. Lewandowski acknowledges that Microsoft’s FS enhances the ground
school experience, but the full range of aircraft motion present in multi-million dollar flight simulators
cannot be replicated in the microsimulations like Microsoft FS.
www.baseops.net/flightsimulators
13. Full Spectrum Warrior
In 2005, the American military funded the research and development of a game designed to help teach officers how to
coordinate multiple teams of soldiers in modern urban warfare environments. The commercial versions of the game
released for the original Xbox, Playstation 2, and PC were commercial and critical successes. The miltary version was
available as well, but had to be specially accessed via an unlock code.
Full Spectrum Warrior has also been converted into “Virtual Iraq” and is funded by the Office of Naval Research. It is
monitored and controlled by a clinician to help soldiers and marines relive past traumatic combat incidents and come to
terms with them. U.S. Navy Cmdr. Scott L. Johnston, Ph.D., director of clinical research for mental health at the Naval
Medical Center San Diego believes that virtual reality is useful for curing or helping soldiers cope with post-traumatic
stress disorder (PTSD.)
http://www.virtuallybetter.com/IraqOverview.html
http://www.virtuallybetter.com/images/Virtual%20reality%20article-Johnston.pdf
14. Are Surgeons Using Video Games to Train?
In a study featured in Science Daily, surgeons who played video games were
more proficient at performing laparoscopic surgery than their peers who did
not play video games at all. The participants of the study first played three
non-medical video games (including Super Monkey Ball) for about 25
minutes. This playtime was followed by a range of laparoscopic surgery
techniques. Accuracy and completion time were recorded by researches.
The surgeons who had a history of playing video games for more than three
hours a week made 37% fewer mistakes and completed tasks 27% faster
than the surgeons who had no history of playing video games.
The surgeons who were still playing video games (for any amount of time
per week) at the time of the study made 32 percent fewer mistakes and
completed tasks 24% faster than their never-playing colleagues.
The surgeons who scored in the top third of the video-game portion of the
study made 47% fewer errors and completed tasks 39% faster than those
who scored in the bottom third.
Laparoscopic surgeons use robotic controls to move the instruments
inserted into the patient. Their eyes are ever on a video screen, away from
their hands as they remotely guide the medical instruments inside the
patients.
*Laparoscopic surgery is a surgical technique in which short, narrow tubes
(trochars) are inserted into the abdomen through tiny incisions. Long narrow
instruments are then inserted into these trochars to manipulate, cut, and sew
tissue. Patients recover more quickly from such surgery than normal
procedures in which much larger incisions are made. Post-surgical pain is
vastly reduced.
http://electronics.howstuffworks.com/surgeon-video-game.htm