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Stephanie Fitzgerald

GAMBIT: Do It Yourself Game Design - 1 views

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    Hear MIT GAMBIT Lab experts talk about engagement in practical terms--and get some hands-on experience designing a board or video game. The three-hour workshops are part of the Cambridge Science Festival; this event takes place on April 28 and requires a $5 preregistration. Though I'm sure EMF will be touched on one way or another in all of the workshops, I thought the Serious Games for Social Change workshop might be of particular interest to you all: "In this workshop, best practice examples of serious games for social change will be played, discussed and analyzed. Furthermore ideas and sketches for proto-types will be developed and ways of realizing them will be discussed! The workshop gives the participants hands-on experiences and insights into the potential and limits of video games designed for social change. No pre-experiences are needed!"
Ryan Brown

College Students Find 'Serious' Video Games Educational, Fun - chicagotribune.com - 0 views

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    Article on college students using "serious" video games as part of their instruction.
Matthew Ong

games2train.com : Serious Training in a Game Environment - 0 views

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    This website offers numerous serious games that claim to offer serious training for various businesses.
Stephanie Fitzgerald

Study shows how gaming impacts brain function to inspire healthy behavior | Games for H... - 0 views

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    A study out of Stanford looked at how videogames, in particular serious games and games for health, can activate circuits in the brain associated with positive motivation. "The study published today provides new insights into how these effects might have occurred, revealing that active participation in gameplay events is key to activating the brain's positive motivation circuits. Seeing and hearing the same information without active participation in gameplay had no impact on activity in positive motivation circuits."
Xavier Rozas

Controller advancements - 1 views

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    First off, I really stopped playing the major video game titles after I beat Super Mario Bros. II. It took me like 4 months to best Bowser, but once I did and the world pretty much remained the same I lost interest. Still, I cannot say all the new games that have come out recently don't peak my interest. The problem, I have been out of the gaming loop for so long now that I am at a serious disadvantage whenever I play. The controllers have become so complkicated and sensative that I spend most of the initial induction just trying to figure out what the hell I am supposed to do, and what combonation of clicks and toggles prompts the desired effect. Nintendo's Wii however seemingly streamined the learning curve as my body was the primary controller. Sony is now prepping to launch an entirely new controller protocol that uses the functions of the handheld even less. It might even eliminate the need for a controler all together...all body, all movement are calibrated and support the players avatar.
Kate O'Donnell

Video Game May Help Treat Teen Depression - 3 views

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    This is an interesting example of a video game targeting mental health. The designers created a 3D fantasy world with different realms in which players learn mental behavioral techniques used to combat depression. The game was found to be effective in reducing symptoms of anxiety and depression in teens with mild to moderate depression.
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    Such a great idea. In rural areas, the lack of mental health practitioners is a serious problem so we reserve referrals for children who are in dire circumstances. Children with moderate or mild depression almost never get services. This game has great potential!
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    That's such an excellent point Allison!
Stephanie Fitzgerald

Putting self-efficacy theory into serious games | Pamela M. Kato, EdM, PhD - 2 views

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    Here is more on self-efficacy theory, particularly how it was applied in the author's game "Air Medic Sky 1."
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    Nice post, Stepahnie. I have already borrowed a couple of ideas from this for my project, such as some training modules within the game to provide mastery experiences.
Kate O'Donnell

Nevermind Game - 0 views

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    A video game that uses biofeedback to help players practice and better control their reactions to stress. It's an interesting combination of entertainment and serious biofeedback training, presenting a very creative approach to designing engaging conditions for learning that allow for relevant skill transfer.
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