Tag Archives: featured

Overview of the Games for Impact Space on GDC Vault

Head over to GDC Vault to watch an excellent overview of the Games for Education/Impact sector by Mark DeLoura from the White House Office of Science & Technology Policy. And don’t forget to sign up for the weekly Games For Impact Report using the following URL: http://bit.ly/gfir-subscribe

A View from the White House: Games Beyond Entertainment

The overview follows:

Games are a form of media that can be used for many things. Sure, we love using games for entertainment. Who doesn’t? Over 90% of America’s youth play games. But why do we stick so doggedly to this notion that using games for anything else is some peculiar blasphemy? Do you think the same way about movies? Books? Games are still maturing. Games for entertainment? Absolutely. But let’s unshackle games from our expectations of what they have to be or not be. Let’s harness their unique features to help teach our children complex subjects, to motivate each other to become healthier, and to conduct scientific research collectively. Games are capable of so much. Don’t we owe it to the art form to explore all its possibilities fully? How is your government exploring games as a form of media, and how can you get involved to shape that future?

Not Everyone Owned a Cotton Gin

Eric Zimmerman recently posted a manifesto on what he calls the Ludic Century as a prelude to his forthcoming book “The Gameful World.” The manifesto predicts that our increasingly data driven culture will be largely accessed through user interfaces inspired by digital games.

Democratization does not equate with ubiquity, but there will be enough users to influence other aspects of culture.

Abe Stein, a research affiliate with the MIT Game Lab, thoughtfully expressed concerns that the Ludic Century is biased toward Western Culture. Stein faults Zimmerman’s manifesto for failing to acknowledge that a large portion of the world does not consume games or digital technology.

While we cannot deny the statistics on global Internet usage or that access to digital technology is restricted in much of the world, there are several studies that indicate these trends are changing. As American audiences continue to grow, so does the proportion of global Internet users. Pew Internet indicates that over 90% of American Adults own cell phones. Meeker and Wu estimate global Internet at only 34%, but they demonstrate that global usage has grown 8% since last year and exponential growth is predicted for the future. This growth rate has been confirmed by The World Bank.

The changing technological landscape can also be witnessed by the trends in game development. Digital technology is becoming more affordable every year, and digital games are migrating rapidly to mobile platforms. Developers who produce and publish to mobile platforms have a broader audience. Consequently, more of the world will have access to games this century.

In his book “Guns, Germs and Steel,” Jared Diamond illustrated how the smallest shift in the tide between cultures can have profound consequences. The introduction of a few guns to the Maori natives of the Cheatham Islands led to the slaughter of the Moriori in New Zealand. While games may not be ubiquitous, the availability of mobile technology will put games in the hands of a significant number of users. Democratization does not equate with ubiquity, but there will be enough users to influence other aspects of culture.

The cotton gin revolutionized production in America, which had far reaching consequences for the world. I use the word “revolutionized” judiciously because the cotton gin is viewed as creating a demand for slavery in the American South, which eventually led to the American Civil War. Similarly, one need not be a direct consumer of digital games to be profoundly influenced by their design principles.

Enhanced Cognitive Control after Video Game Training

neuroRacerA recent study by Joaquin Anguera and the Gazzaley lab at UCSF reported that older adults who receive training on a customized driving simulator demonstrate improvements on tasks that demand divided attention. Performance benefits achieved by the simulator last for 6 months, and the resulting performance of the experimental group exceeded that of a 20-year-old control group that received no training. Electrophysiological measurements in this group also provided evidence for relief from the decline of brain wave activity associated with a decline of cognitive control in advanced age.

Anguera J.A. et al., (2013), Nature. 501: 97–101. doi:10.1038/nature12486

The Gazzaley Lab at UCSF