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The following is from an recent ABC News story about a recent study that indicates that playing games on the Wii can have positive effect on a doctor's performance during surgery.
ABC News By MICHAEL REILLY Jan. 22, 2008 ~ You might think it a bad idea for trainee surgeons to play games on the
Nintendo Wii when they should be studying, but it might be time well spent.
Kanav Kahol and Marshall Smith of the Banner Good Samaritan Medical Center in
Phoenix, Arizona, have found that surgical residents performed better during
simulated surgery after playing on the Wii console. They put it down to the
console's novel "Wiimote" control system, which allows players to direct
on-screen action using a wireless wand that detects acceleration in three
dimensions.
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Offer ends December 31st! The mission of One Laptop Per Child (OLPC) is to empower the children of
developing countries to learn by providing one connected laptop to every
school-age child. In order to accomplish our goal, they need people who believe in
what they’re doing and want to help make education for the world’s children a
priority, not a privilege.
Between November 12 and December 31, OLPC is offering
a Give One Get One program in the United States and Canada. During this time,
you can donate the revolutionary XO laptop to a child in a developing nation,
and also receive one for the child in your life in recognition of your
contribution.
Give One Get One!
Between November 12 and December 31, OLPC is offering a Give One Get One
program in the United States and Canada. This is the first time the
revolutionary XO laptop has been made available to the general public. For a
donation of $399, one XO laptop will be sent to empower a child in a developing
nation and one will be sent to the child in your life in recognition of your
contribution. $200 of your donation is tax-deductible (your $399 donation minus
the fair market value of the XO laptop you will be receiving).
For all U.S. donors who participate in the Give One Get One program, T-Mobile
is offering one year of complimentary HotSpot access. Find out more.
(Please be aware that they will make every effort to deliver the XO laptops by
the holidays, but quantities are limited. Early purchasers have the best chance
of receiving their XO laptops in time for the holidays, but they cannot guarantee
timing.)
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Fox News -- Technology developers are poised in the next month to debut
new "brain-computer interfaces," which will allow video game players to control their
PlayStations and Xboxes with their thoughts, not their fingers.
The devices are powered by neurosensors, attached to points
on the scalps of players, where the "Alpha," "Theta" and "Beta" brain waves can
be detected, according to researchers.
These sensors are connected to the game controls, which move the
on-screen characters left or right, up or down, faster or slower, depending upon
the thoughts of the players. "Frontlines," "Doom" and "Tetris" may never be the
same again.
"The technology is similar to the
electroencephalogram that neurologists and other doctors use to measure brain
activity," said Domenic Greco, a doctor of clinical psychology and the founder
of SmartBrain Games, a developer in San Marcos, Calif. "It's a
neuro-feedback system which sends a signal of brain activity to a specially
designed game controller."
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Science Daily — Researchers from
Germany, Portugal and the UK have developed an interactive role play game which
helps children to cope with bullying at schools. Currently over 1,000 children
all over Europe are part of pilot studies which aim to explore the impact that
the software may have in the possible reduction of bullying among pupils.
In the specially developed computer game “FearNot!” each child takes the role
of an invisible friend of the victimized character, discussing problems and
exploring possible solutions and coping strategies. The advice given
subsequently influences the actions of the victim.
With “FearNot!” the researchers are using a new and innovative approach to
get children reflect on the sensitive topic of bullying. “This 3-D interactive
virtual environment provides a safe haven for individual children, where they
witness bullying scenarios without being directly involved,” says Rui
Figueiredo, a scientist at the Institudo de Engenharia de Sistemas e
Computadores in Portugal and one of the Kaleidoscope researchers involved in the
project. “We use emergent narrative techniques, which enable the learner to
direct the path the story should follow.”
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Educational Games Research Blog~
Here’s an interesting comparison of the sexes insofar as
video gaming goes.
Gaming Today quoted Jing Feng from the press
release:
“On average, women are not
quite as good at rapidly switching attention among different objects and this
may be one reason why women do not do as well on spatial tasks. But more
important than finding that difference, our second experiment showed that both
men and women can improve their spatial skills by playing a video game and that
the women catch up to the men,” Feng added. “Moreover, the improved performance
of both sexes was maintained when we assessed them again after five months.”
Dr. Ian Spence, director of the engineering psychology lab at
Toronto, added this neat quote: “Clearly, something dramatic is happening in the
brain when we see marked improvements in spatial skills after only 10 hours of
game playing and these improvements are maintained for many months.”
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Townhall.com by Suzanne Fields - History won't repeat itself in the future so much, it will just rewrite
itself. The young who grow up on computers will inevitably be influenced by the
games they play.
The hottest new electronic games are based on facts of history, and the
players must study the actual events of history to devise winning strategies. I
know, because my young tutor in one such game stopped the barbarians from
invading Rome with stealthy deceptions of bad leaders and wily negotiations with
men easily duped.
This young player insists we can learn from mistakes of history. (Certain
presidents and prime ministers would die for such do-overs.) A player can't do
what the rules of the game don't allow, of course, but the rules of the game I
watched leave ample opportunities to alter the wars of the Roman Empire. Playing
the game sent my tutor to the library for a stack of books on Caesar's campaign
through Gaul, and several interpretations of why certain senators conspired to
kill Caesar. I even managed to talk about Mark Antony's funeral oration as
rendered by Shakespeare, with a discussion of sarcasm and irony in the
description of Brutus as an "honorable man."
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BBC News - One of Britain's top scientists is joining the likes of Chris Tarrant and
Nicole Kidman by putting her name to a new wave of computer games designed to
keep the brain fit.
As if the gym was not tyranny enough, now there's another fitness routine
that's playing on the insecurities of the masses - the brain workout.
But at least couch potatoes will not have to stir from the sofa to take part.
This path to cerebral salvation can be navigated sitting down, in front of a
screen, with a computer game.
A current advertising campaign by Nintendo suggests commuters put their
sedentary time to good effect by improving mind functions like memory and
concentration with a brain game.
The latest program to take the grey matter on a road test is MindFit, to be
launched by one of Britain's best-known scientists, Baroness Susan Greenfield,
on Thursday. Others include IQ Academy and Anagrammatic.
MindFit is PC-based software providing a collection of games (such as
Picasso, explained above) that its creators say can halt the mental decline
associated with ageing, based on trials in Israel among 121 volunteers aged over
50.
Bruce Robinson of MindWeaver, the company behind the software, says the
different exercises target certain cognitive functions like memory, visual
spatial awareness and concentration.
"If you use the analogy of a fitness room or gym then it has the equivalent
of all the machines to exercise this variety of functions and has an online
personal trainer aligning the exercises that you do to match your particular
abilities and match your own performance."
The exercises Olivia does include arithmetic calculations, recalling four to six
numbers in their correct sequence and working out the time difference between
two clocks. Another involves drawing a design from memory.
"In the beginning I wanted to do it because I wanted to make sure I stayed
with it, but I do enjoy it too," she says.
"I have noticed the difference to an extent. I can remember little snippets -
things I hear on the radio - a little bit more accurately."
Research done on animals has linked stimulation from visual tasks to the
strengthening of neuron connections in the brain, says Professor David Moore,
the neuroscientist who founded MindWeavers.
Stronger connections between neurons have not been demonstrated directly in
humans because a test would require putting an electrode into the brain, he
says, but neuro-imaging of whole human brains shows activity in the same areas
when people play these games.
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According to a recent worldwide casual gaming survey, 70% of family members have seen educational benefits of their children and grandchildren playing computer games, while a whopping 92% say that casual games provide an opportunity for them to bond with them.
PopCap Games commissioned the survey and found some other interesting statistics that suggest not all video games are bad, either educationally or in terms of isolating kids.
Casual games provided the following observed benefits: improved hand-eye coordination and mental dexterity (68%), improved learning, such as pattern recognition and spelling (60%), mental workouts/cognitive exercises (51%), strengthened memory (48%), stress relief and relaxation (44%), and confidence building/affirmation (37%).
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Beijing Perfect World announces that it will launch an
MMORPG called "The War of the Red Cliff" at the end of the year. The anticipation of this game has drawn the attention of the
vast majority of China's gamers.
Chinese history and culture is long standing and revered throughout the
world. A particularly popular period of Chinese history is the end of the three
kingdoms era during the Han Dynasty, where the war of the red cliff became a
classic battle. Beijing Perfect World and CFGC decided to
base their jointly produced film and online-game works on this popular Chinese
historical period, which has great importance in Chinese history.
The game stresses historical correctness, so that its
players may experience the true environment of the era, and players can play the
roles of famous soldiers to better understand their roles in the battle. But in
the end, what the game hopefully demonstrates is that history is ongoing and
never just a thing of the past.
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Claudia Johnston is well-versed in the art of virtual death.
It happened when the 59-year-old Texas A&M University-Corpus Christi
administrator played her first video game, "Doom," during a trip to an
electronics store. But after suffering several deaths and subsequent virtual
reincarnations, Johnston began to see a new professional life in the real world.
What if video games, which help hone critical thinking, could be used to
train doctors and other professionals? For the past several years, Johnston has
been deeply involved in an effort to develop a game to do just that.
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LOS ANGELES, Calif.– Good-bye Bingo, hello high tech. As today’s seniors search
for ways to keep their minds active, some are turning from tradition to the
latest gadgets typically reserved for the younger generation. “Aging is
about taking on new challenges for the mind,” said Dr. Elizabeth Zelinski, a
professor of gerontology and psychology at the Leonard Davis School of
Gerontology at the University of Southern California, who says video games are a
good way to keep older adults’ minds active.
“Like kids, seniors are playing
games with people all around the world,” she said.
Recently, health plan
provider Evercare surveyed 100 Americans turning 100 and discovered that one in
seven has played video games. PopCap Games in Seattle reported -more- that its
Internet video games have been downloaded more than 200 million times since the
company was founded in 2000; a survey last year showed that 47 percent of the
players were older than 50.
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George Bernard Shaw "We don't stop playing because we grow old;
we grow old because we stop playing."
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