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Marcy Murninghan

Moral Kombat - 1 views

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    Moral Kombat takes a look into the controversial subject of violence in video games. Director Spencer Halpin shows the constant conflict between the game creators' first amendment right to make a violent game and the eminent threat that violence poses on the next generation. In addition, the film is full of the latest green screen and high-definition technology that allow watchers to actually envision the world of gaming. Filled with interviews from lead game designers, politicians, parents, and psychologists, this film provides a candid take on the influence games have on youth today.
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.
Jennifer Jocz

Not Just Fun and Games -- Campus Technology - 0 views

  • He said playing the games allows students to dig down into the layers of information being put in front of them while playing, and in "real life," where students regularly partake in exercises like determining the reliability of scholarly journals and Web sites.
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    An example of how video games are being used in higher education
Soomi Hong

Apple's iPad could revolutionize video games - USATODAY.com - 1 views

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    "The iPad has the potential to become a major gaming platform, according to experts from the video game industry."
Yang Jiang

Growing Up Digital, Wired for Distraction - NYTimes.com - 0 views

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    Most of the news I found discuss whether video games have any negative effects on kids. IIn constrast, those educational games which play an important role in educating kids are neglected and not paid much attention to.
Yang Jiang

Do Video Games Cause Depression in Teenagers? - NYTimes.com - 0 views

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    There's been a lot of buzz about whether video games are habit-forming, and whether parents are exaggerating when they say their teenagers are "addicted" to game playing. Now new research on children who are heavy gamers suggests parents may have something else to worry about: depression.
Yang Jiang

Teen girls may benefit more from playing video games with their parents than boys, a st... - 0 views

  • a new study finds that when adolescent girls play age-appropriate games with their parents there may be some benefits, such as feeling closer to family members and having better mental health.
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    A new study finds that when adolescent girls play age-appropriate games with their parents there may be some benefits, such as feeling closer to family members and having better mental health.
Kim Frumin

Ouya: the $99 game console - 0 views

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    Have you heard about Ouya? It's the $99 game console that raised over a million dollars in eight hours on Kickstarter. This week Ouya announced that game developers can begin uploading their games for the March 28 release to Kickstarter backers. The masses can buy the Ouya console in June. Here's another link that provides an overview of Ouya. http://www.nbcnews.com/technology/ingame/meet-ouya-99-game-machine-everyone-talking-about-876224
Matthew Ong

Online Gaming - Motivational in many ways - 0 views

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    This author believes that games can be the basis of learning and explores various ways that games promote thinking and motivation.
Hongge Ren

#1ReasonWhy You Should Be Worried About Gender Equality in the Game Industry! - 0 views

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    On Novemeber 27, Luke Crane asked why there are so few "lady game creators?" The hashtag #1Reasonwhy exploded on twitter. Now folks are tweeting en masse about gender injustices in the game industry. In this post from Forbes contributor Carol Pinchefsky, I learned that 88 percent of the game industry's employees [...]
Ryan Brown

The Modern Parent's Guide to Kids and Video Games - 0 views

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    "The Modern Parent's Guide to Kids and Video Games" is a recent publication from "Play It Safe" which highlights the benefits of playing video game, including educational benefits.
Ryan Brown

Norway mass-shooting trial reopens debate on violent video games - CNN.com - 0 views

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    The trial of Anders Behring Breivik (Norway's alleged mass killer) is reintroducing the hot topic of violent video games.
Kasthuri Gopalaratnam

Video Game Competition With STEM Focus Launched - Digital Education - Education Week - 2 views

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    'DU The Math' (http://www.duthemath.com/) is an educational game and this competition touts prizes and pop stars. Interestingly, the reporter asks important questions, such as : But is competition between students the best way for educational gaming to increase its penetration into formal K-12 education? Or would game makers be better served to focus gaming on competition between the student and him or herself, especially for players who are struggling to keep pace with class and feel left behind?
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!
Jing Jing Tan

Welcome to Flow in Games - 0 views

  • In order to design a game for broader audiences, the in-game experience can’t be linear and static. Instead, it needs to offer a wide coverage of potential experiences to fit in different players’ Flow Zones
  • To expand a game's Flow Zone coverage, the design needs to offer a wide variety of gameplay experiences. From extremely simple tasks to complex problem solving, different players should always be able to find the right amount of challenges to engage during the Flow experience.
  • Once a network of choices is applied, the Flow experience is very much customizable by the players. If they start feeling bored, they can choose to play harder, vice versa.
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  • Expand your game’s Flow coverage by including a wide spectrum of gameplay with different difficulties and flavors Create an Player-oriented Active DDA system to allow different players to play in their own paces Embed DDA choices into the core gameplay mechanics and let player make their choices through play
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    This article examines how to best create flow experiences in video games. The author argues for 1) including a variety of gameplay activities, 2) allowing players to play at their own paces, and 3) letting players make choices.
Stephanie Fitzgerald

Why One Hospital is Insisting That Staff Play Games at Work | Caspian Learning : Multi-... - 0 views

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    Caspian Learning built an immersive 3D serious game for Great Ormond Street Hospital Charity in the UK to increase operator engagement in training to use medical hoists.
Jerald Cole

Amazon.com: The Complete Guide to Simulations and Serious Games: How the Most Valuable ... - 0 views

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    Clark Aldrich's "The Complete Guide to Simulations and Serious Games" is a good complement to Prensky's books on the subject. We require both in our "eLearning Games" course at UB. The instructor of that course directed my to these two resources.
Stephanie Fitzgerald

Just Press Play - 1 views

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    Learn about the gamification of the university experience at RIT's School of Interactive Games & Media. I learned about this at a MIT talk on Civic Games, which was written up here: http://civic.mit.edu/blog/mstem/event-writeup-civic-games. They only really touched on motivation, autonomy, and rewards, but the transcript is also worth checking out for the names of people, books, and sites mentioned.
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    I forgot to point out the interesting use of RFID in Just Press Play.
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.
Marium Afzal

Game-based Learning: A Paradigm Shifting Opportunity For Innovation - 3 views

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    One point not covered in the article is that there may be something inherently similar about "gamers" (such as a motivational, attentional, or perceptive profile) that makes them different types of learners than others. Yes, it's true that some people deeply enjoy the structured (some more/some less) challenges provided by games, both board and virtual...but others do not. The big question is, does it benefit a majority of learners (or, say, a majority of at-risk learners) to invest in curricula that leverages game-based-learning?
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    It may stray a bit from the topic of motivation, but here's a neuroscience article (that I found quite interesting) that discusses how a difference in striatal volume appears to affect how one's performance improves in playing a game: Erickson, K. I., Boot, W. R., Basak, C., Neider, M. B., Prakash, R. S., Voss, M. W., Graybiel, A. M., et al. (2010). Striatal volume predicts level of video game skill acquisition. Cerebral Cortex, 20(11), 1-9. doi:10.1093/cercor/bhp293
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