"Doctors in a domed laboratory in Montreal are designing a virtual world where they hope to one day treat traumatized children with colourful avatars using toylike medical gadgets. Sensory stimulation could be used to make a burn victim feel she is encased in a block of ice."
How do you look back on a year of gaming and try to find a common thread? I tried to look for something that connected the stories that are presented here as being some of the best-or most interesting-investigations into different aspects of gaming and the surrounding culture.
In the next twelve months more schools will be setting homework assignments for their students to play computer games. This will be because schools, expecting more of their students, will be looking for ways to support them to develop a deep level of understanding in, say, science, maths, or in being effective creators and consumers of the digital world (how to code, mash-up websites, design apps and so on).
"Beacon Hill Chat is a program with interesting people talking about the interesting things going on in Central Massachusetts. Senator Chandler's guest is Timothy Loew, the Executive Director of Massachusetts Digital Games Institute (Mass DiGi)on the Becker College campus."
Boy, 12, builds app for charity Logan Pazol, 12, has developed an app called "Donut Fighter." Proceeds will go to help kids fight cancer. (T&G Staff) By Susan Spencer TELEGRAM & GAZETTE STAFF UPTON Twelve-year-old Logan J. Pazol, like most kids his age, likes video games.
"a casual
game that addresses childhood cancer: Besides mere entertainment, a health
game that focuses on cancer may serve as a clinical tool in order to teach
children about the particularities of the disease and initiate discussion among
cancer patients, their parents and medical staff. In this context, the results of an
empirical study revealed a generally high acceptance of the health game among
young patients, while parents and medical staff highlighted the educational
potential of health games addressing cancer. Additionally, we discuss the
challenges of evaluating digital games in a hospital setting which were revealed
during the evaluation phase."
"using a Participatory Design of a Location Based
Game (LBG) developed as part of a project to connect young people (11-19 years old) in
Lancaster and Manchester by exploring issues surrounding place and their sense of
belonging within their community. Both these communities were chosen, as they are
representative of particular socio-economic conditions that have led them to be
considered digitally excluded. The results highlight issues researchers face when
working with such a group and the importance of building trust and being sensitive to the
lives of the participants."
Abstract: "Abstract-In computer games and simulations, content is often
rather static and rigid. As a result, its prescripted nature can lead
to predictable and impersonal gameplay, while alienating unconventional
players. Adaptivity in games has therefore been recently
proposed to overcome these shortcomings and make games more
challenging and appealing. In this paper, we survey present research
on game adaptivity, identifying, and discussing the main
challenges, and pointing out some of the most promising directions
ahead.We first survey the purposes of adaptivity, as the principles
that could steer an adaptation and generation engine. From this
perspective, we proceed to thoroughly discuss adaptivity's targets
and methods. Current advances and successes in this emerging
field point to many yet unexplored research opportunities. Among
them, we discuss the use of gameplay expectations, learning preferences,
and assessment data in the integrated adaptation of game
worlds, scenarios, and quests. We conclude that, among other
methods, procedural content generation and semantic modeling
can powerfully combine to create offline customized content and
online adjustments to game worlds, scenarios, and quests. These
and other promising methods, deserving ample research efforts,
can therefore, be expected to significantly contribute towards
making games and simulations even more unpredictable, effective,
and fun."
"effect of game reviews on player experience and
perceptions of quality. We show that negative reviews cause a significant effect on how players
perceive their in-game experience, and that this effect is a post-play cognitive rationalization of
the play experience with the previously-read review text. To address this effect we designed and
deployed a new heuristic evaluation technique that specifically uses game reviews to create a
fine-grained prioritized list of usability problems based on the frequency, impact, and persistence
of each problem. By using our technique we are able to address the most common usability
problems identified by game reviews, thus reducing the overall level of negativity found within
the review text. Our approach helps to control and eliminate the snowballing effect that can be
produced by players reading reviews and subsequently posting their own reviews, and thus
improve the commercial success of a game."
Abstract
Berry (1994) and some later papers provide a way to estimate dierentiated product models. When the
product of interest is a durable good, consumers do not pay the entire retail price due to the existence of the
second hand market. This paper employs data from the US video game market and proposes a new angel
to investigate the demand side of a durable good. The results of the empirical investigation suggests that
the inclusion of the future resale price makes the model estimation more sensible and reasonable.
"disruptive and resistant practices that exploit, explore, dissect, and above all, linger on the "old games" that videogame advertisers and marketers would perhaps rather see resigned to the bargain bucket or the back of the cupboard."
Relativity in a rock field: A study of physics learning with a computer game David Carr and Terry BossomaierCharles Sturt University These results appear to run counter to people's intuitive understanding, and lead to such unexpected effects as length contraction, time dilation and mass dilation (some background is provided in the following Literature review section).
TEMPE, AZ--(Marketwire - Dec 9, 2011) - The IEEE announced Tellus as the winner of the second contest in the SAVEEARTHGAME Playable Game Design Competition. The Tellus team created and submitted a fully functional game that challenges players to save the Earth based off real-world data and issues. IEEE collaborated...