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Kim Wilkens

Non-gamers, here's why you should care about games - 1 views

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    A list of reasons from gaming investor about why non-gamers should care about games: gaming has gone mainstream, there really is something for everyone, gaming has become a conversation, mobile gaming is the new creative playground, gaming pushes boundaries of tech & spurs innovation & gamification.
anonymous

Tryumph - 2 views

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    This site is scheduled to be launched in the fall. It looks really interesting for education and gaming.
Dianne Rees

For the Win | The Serious Gamification Symposium - 1 views

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    I'm taking the Coursera course on gamification (which is actually a very balanced look vs the evangelism you get exposed to a lot of the time). This is a website that was talked about during one of the course  videos.
Dianne Rees

3 Barriers to adoption of Serious Games/Immersive Learning Simulations | Kapp Notes - 0 views

  • First, it is important to understand that a game/simulation is not educational just because it is a game/simulation. Instead, a game/simulation is an effective educational tool primarily because of the high level of interactivity and instant feedback. Well designed games/simulations engage the learner in a constant decision making process. The learner is forced to interact and think through the content and then witnesses immediate or near immediate feedback based on his or her actions. So the most critical aspect is not the technology (which is the focus of many when thinking about games/simulations) rather the most critical aspect is the design. The design must be interactive and provide realistic or corrective feedback as the learner progresses and the game/simulation must maintain a balance between anxiety and boredom which is known as the elusive “flow state.”
Dianne Rees

Yarissa_GamesandCapacityBuildingdraft1.pdf (application/pdf Object) - 0 views

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    Games in training
Dianne Rees

q2lwebsite - 0 views

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    A school that uses games as part of its curriculum design
Dianne Rees

Social Connection and Anonymity in Health Games | Health Games Research - 0 views

  • We have been investigating the impact of anonymity provided by avatars on emotional communication and self-disclosure. In a recent study done at the Institute for Creative Technology, University of Southern California (Kang, Watt,& Gratch, 2009), researchers found that increasing the levels of anonymity from none (full visual identification), to intermediate (a graphical avatar), to full (providing no visual representation at all), had two opposing effects: it decreased the sense of emotional connection while at the same time increasing the amount of self-disclosure of intimate information that an individual was willing to share.
  • the overall effect of increasing anonymity is to increase the communication of intimate information.
  • This should promote group cohesion and honest communication, even though anonymity also somewhat decreases the emotional connection with the other group members and thus might decrease the motivational effectiveness of social interaction in a game. This is a bit of a quandary, as we would like to have both emotional connection and self-disclosure.
Dianne Rees

ePatient Connections 2010: Limitations of Exergaming | Health Games Analyzed by healthG... - 0 views

    • Dianne Rees
       
      Video games good for maintenance and basic self-monitoring but should include more support channels to change behaviors for those just starting to lose weight, interested in diabetes control etc. Channels can include social networking, information resources, etc.
Dianne Rees

eLearn: Feature Article - Game-Based Learning for Health in Denmark - 0 views

  • The game is not linear, but dynamic, meaning that the user is able to begin from different starting points. The game continuously captures and reflects the user's choices and actions while she or he plays.
  • the macro environment is the internet, drawing on its immense resources.
  • Information, challenges, and new tasks can be found around the elements presenting the symptom, where the learner will be provided with knowledge about the external real-world source of the symptom or change. In most cases the learner cannot solve the problem on location and will have to travel the animated body to search for and analyze other symptoms, as well as search for specific information via the Internet or other resources in the platform surrounding the game itself.
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  • The important gaming element is that certain tasks must be accomplished, certain roadblocks overcome, and certain knowledge collected to progress and level up.
  • The points of departure might be cases, a crisis, or a lack of knowledge, but also simple curiosity. The narrative discourse will reflect the classic and modern and perhaps even post-modern plot tradition.
Dianne Rees

serious-games-taxonomy-2008.pdf (application/pdf Object) - 0 views

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    A bit hard on the eyes but points out how varied terminology is within this area
Dianne Rees

Community Clash - MeYou Health - 0 views

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    Online card game lets you investigate your community's health & well-being
Paul Marshall

A Global Goblin Gathering! - 0 views

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    We are exploring the use of virtual worlds and games for education, arts and social change.
Dianne Rees

Games for Change (G4C) -- home - 0 views

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    Includes the top 10 games of 2010
Dianne Rees

The Render Engine - Javascript Game Engine - 0 views

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    Dropping in a tool for game developers
Dianne Rees

Instructional Design Fusions - 0 views

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    My list of game design books: Do you have any favorites?
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