Is there such a thing as free will, or are our actions predetermined by the way our brains work? If recent research conducted at North Carolina State University is anything to go by, it might seem that the latter is more likely to be true - at least when it comes to gaming. After analyzing the behavior of 14,000 players of the online role-playing game World of Warcraft, an NCSU team was able to predict the future actions of those players with up to 80 percent accuracy.
Who cares about ancient history? If you're a gamer you should, because it's happening again. This time, though, its console gamers lobbing the same lamentations at Angry Bird players, Words With Friends addicts, and ever-sneaky Fruit Ninjas. As smartphones and tablets get more powerful, the dedicated gaming machine looks more and more quaint. Where once software supported hardware in one big, happy family, it's all becoming rather more... disjointed. For a gamer like me, that's a little troubling. If app gaming does for consoles what those consoles did to the PC scene a decade ago, a lot of big game studios are going to be in trouble, and a lot of gamers are going to be pining for the good 'ol days.
The National Endowment for the Arts says so, and is even putting funding where its mouth is. But hold up: it's probably too soon for indie game makers to pop the champagne corks, say members of the gaming community.
Together with the Korean Ministry of Justice, Suzanna is hard at work on “Adventures in Law Land”, a new series of games that will help engage the Korean public in understanding their legal system.
The other government-funded title Suzanna Samstag is working on is “Planet Nanu”. This is a multi-million project that is executed by one of Korea’s leading commercial companies, JC Entertainment Corp. Inspired by “Peace Maker”, a game that focused on the Israeli-Plaestinian conflict, Planet Nanu promotes understanding between South and North Korea.
Welcome to the Anthropocene era, when human impacts begin to overwhelm those of other species. The implication, as long-term environmentalist Steward Brand put it, is that "Humanity is now stuck with a planet stewardship role." Then provocatively, he argued, "We are as gods and have to get good at it."
So where would you look for people - and industries - that are good at thinking through what it would mean to be a god responsible for looking after Planet Earth?
The Focus Fusion Society will bring together fusion and energy stakeholders and game and app designers to leverage information and gaming technology in support of mankind’s quest for epic energy solutions. This campaign will integrate with the policy, finance, culture, narrative, education, and consumer products campaigns. We don’t simply seek the “gamification” of fusion problems or the creation of click monkeys. We are looking at a range of games and apps that function on different levels, appeal to different demographic groups and have different, complementary objectives, ranging from fun to serious mission level problem solving and decision support.
SXSW Best App “Screach” which is built on an open source base, created a tailored “serious gaming” experience for the TEDxChapelHill crowd, turning the audiences’ smartphones into game players and the theatre screen into a giant game board quiz on global health and technology with real-time voting and Facebook avatars bouncing across the screen
51 Tree is a new online computer game (social issue game) that lets players plant virtual trees in the country(ies) of their choice. It is great fun to play and teaches players all about the importance of tree planting, forest coverage and carbon offsets.
In this Gamasutra interview, Schell Games' Jesse Schell and Yale University's Dr. Lynn Fiellin discuss their efforts to measure and reduce risky behaviors using a specially designed game aimed at young teens. "It’s not merely enough to just show kids situations and say ‘Look, here are the situations, here are the outcomes,’” Schell said. “You can do that with a TV show or a video or something. … In order to get behavior change, you have to get people to buy into what you have going on. If they don’t believe this thing is real and credible and connected to their lives, they’re not going to take it seriously.”
So now that we have seen lots of examples of serious games and gamification, it's time to let the academic loose. In this talk I will mostly raise questions which I think should be seriously considered when thinking ...
Games communicate differently than other media; they not only deliver messages, but also simulate experiences. Our games influence players to take action through gameplay. While often thought to be just a leisure activity, games can also become rhetorical tools.
Are you ready to take on the challenge of running your own virtual city? Do you have the skills to create a solid, sustainable energy strategy? Will you build a nuclear plant or go solar? Whether you are an industrial tycoon or treehugging hippie, join the exclusive EnerCities beta program now. Your citizens need you!
Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.
More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.
"Currently, we use Twitter and Facebook to pass our opinions on to CNN, Fox News, or MSNBC programs. Ultimately, I see News+Gameplay as a platform for solutions. Instead of stating your opinion, you will create your solution in-game. If the game is delivered quickly enough, then perhaps that solution can be used in reality," he writes.
"I think we're off to a good start. If nothing else, we delivered proof that a team assembled on the fly can research, develop, and deliver 3D interactive content quickly enough to be relevant, even on a breaking news story."
Jane McGonigal will take to our pulpit to challenge our assumptions about games as ways to "pass" or "waste" our time - and argue instead that we are never more productive than when we are immersed in a good game.