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JMH-Integrating Health Behavior Theory and Design Elements in Serious Games | Cheek | JMIR Mental Health. Introduction Background Mental health conditions account for 13% of the global disease burden, with depression being the largest single cause of disability worldwide []. The large gap between treatment need and service provision is a global issue: in high income countries, 35% to 50% of people receive no treatment for severe mental disorders and in low income countries this fraction is much greater, with 76% to 85% not getting treatment []. The investment needed to provide trained therapists to fill these gaps is unfeasible [], and not all potential patients favor or can access existing modes of treatment delivery.

The ubiquity of the Internet provides an opportunity for online computerized tools to extend the reach of psychotherapies such as cognitive behavioral therapy (CBT). Gaming strategies that increase positive outcomes for mental health issues are only beginning to be explored; nevertheless, there have been a number of serious games developed to enhance mental well-being. Methods. Resultat av Googles bildsökning efter. Outcomes of game-based learning: Research roundup. (iStock) Constructivism, or learning by doing, is a classic approach to educational instruction that has generated renewed interest in the digital era. Constructivist practices such as apprenticeships have a long history, but in contemporary classrooms they and other hands-on programs often take a back seat to teachers telling students what they need to know rather than facilitating each person’s natural curiosity and learning style. Digital learning tools have the potential of being customized to fit the abilities of individual students and can engage them with interactive tasks and simulate real-life situations.

One approach to digital learning is to harness the broad appeal of video games for educational purposes. Serious games harness the form and popularity of electronic entertainment to teach everything from the three Rs to public-policy issues, and it has been suggested that game design could even save the humanities through its emphasis on storytelling. How far should we trust scientific models? – Jon Turney. Here’s a simple recipe for doing science. Find a plausible theory for how some bits of the world behave, make predictions, test them experimentally. If the results fit the predictions, then the theory might describe what’s really going on. If not, you need to think again. Scientific work is vastly diverse and full of fascinating complexities. Now, however, there is a new ingredient. As computer modelling has become essential to more and more areas of science, it has also become at least a partial guide to headline-grabbing policy issues, from flood control and the conserving of fish stocks, to climate change and — heaven help us — the economy.

Modelling is an old word in science, and the old uses remain. Computer models are different. In this new world of computer modelling, an oft-quoted remark made in the 1970s by the statistician George Box remains a useful rule of thumb: ‘all models are wrong, but some are useful’. There are numerous possible sources of fuzziness in that vision. Media Art Net | Overview of Media Art | MassMedia. Researchers Harness Brain Game Data. The activities of cognitive training enthusiasts give insight into the effects of lifestyle choices and age on the brain’s performance. FLICKR, HEY PAUL STUDIOSScientists from California’s Lumos Labs, maker of Web-based brain training games, are gathering data from online users to make connections between cognitive performance, lifestyle choices, and aging, according to a paper published last week (June 20) in Frontiers in Human Neuroscience.

For tasks testing memory and arithmetic skills—each completed by around 127,000 to 162,000 users who took a lifestyle survey—the researchers found that high performance correlated with drinking one or two alcoholic beverages per day and sleeping around 7 hours a night. The researchers also analyzed data from the subset of users who completed individual tasks at least 25 times, in order to measure the relationship between learning ability and age. Around 23,000 to 107,000 users per task qualified as repeat users. Game Theory, Popular Science. On test day for my Behavioral Ecology class at UCLA, I walked into the classroom bearing an impossibly difficult exam. Rather than being neatly arranged in alternate rows with pen or pencil in hand, my students sat in one tight group, with notes and books and laptops open and available.

They were poised to share each other's thoughts and to copy the best answers. As I distributed the tests, the students began to talk and write. All of this would normally be called cheating. But it was completely OK by me. Who in their right mind would condone and encourage cheating among UCLA juniors and seniors? The students began to talk and write.

Nevertheless, I'm a realist. Much of evolution and natural selection can be summarized in three short words: "Life is games. " So last quarter I had an intriguing thought while preparing my Game Theory lectures. Gasps filled the room. "None," I replied. They could surf the Web. But did the students themselves realize this? Game Archive. Researcher Links to Play and Game Research Organizations | TesolGames.com. Narratology and Narration in Film and Transmedia Storytelling. Serious Games. Serious Games Institute - Home - The SGI - Serious About Games. Www.serious-gaming.info/@api/deki/files/57/=Chapter_1.pdf. Serious Games Initiative. Topic: Serious Games. GDC 2017 opens for registration with new features!

By Staff [10.05.16] Now's your chance to sign up for the world's largest and longest-running event for game developers: Game Developers Conference 2017 is now open for registration! Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing Tomorrow is the deadline to submit talks for the Summits and VRDC at GDC 2017! By Staff [09.22.16] The call for talk submissions for the VRDC and the specialized Summits that help open the 2017 Game Developers Conference closes this Friday, September 23rd at 11:59 PM Pacific!

Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing The Problem With Morality Choices in Storytelling by Josh Bycer [10.21.16] Today's post looks at why morality choices don't lead to interesting decisions on the player's part, and how there is a better alternative. Playing To Learn. Deeper Learning: Why Cross-Curricular Teaching is Essential.