Scientists are using video games to tap the collective intelligence of people around the world, while doctors and educators are turning to games to treat and teach.
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This is an in-depth article that looks at gaming from three perspectives. One part covers playing games in the realm of science, and discusses how using the cloud to solve problems has gained credence (specifically discussing Foldit).
The second portion discusses learning with games. In this section the author notes that "games help students engage in scientific concepts through immersive experiential learning, which often commands greater focus and provides greater rewards for success. For example, Steinkuehler’s research showed that students identified as troubled or struggling readers demonstrated dramatically improved reading skills while playing games, able to comprehend higher reading levels." It also makes note of a game that is being designed by MIT for release in later 2013 called Radix Endeavor (a mulit-player game for STEM learning in high school).
The third section discusses "a spoonful of learning" as in how games are now used in medicine. It turns out that games are used in medicine in a variety of areas from helping "stroke victims regain balance" to building universally acceptable maps—using audio and other sensory cues, like the sounds of running water near rivers" to games to help with weight control (not only good for overweight children but also for individuals on the autism spectrum).
There is a wealth of information in this piece and it is worth reading.