3.25.2012

Research with Research

 Hello everyone, this week is going to be a somewhat different then the usual post. I want to not only take this post to recap so far on the findings from previous posts, but also introduce you to the research website that I am building. It will discuss some of the topics already talked about on this blog, but you'll find new material as well.
 The site is going to be what my teacher has described as, "A research paper for the twenty-first century," meaning the viewers go to the site and read, watch videos and listen to podcasts (if I find something interesting to do with it). The website is going to start off by giving background information on games, which will be neat because the content has not been posted on my blog. Topics that will arise are evolution of games, reaction to visual stimulation,  and something more familiar, gamification, that will be talked about more in-depth. To access my website please go to website. Currently though it is under management, and it will not be a site worth going to at least until Monday the 25. 

 Now, time to summarize my findings. If you are just starting to read the blog and you don't feel like reading everything that was made since February, then this is a great jump in point. For the rest, I hope it may create reflection upon this topic of video games. Remember my findings are all for the question "will video games serve other purposes besides entertainment?"
 I have read about medicine and games like neurotherapy for but not limited to ADHD (neurofeedbacker, 2007) and Foldit (look for writers at the bottom of the page, 2011). Foldit has made a video game out of building proteins and biofeedback has taken a approach that is more enjoyable by using games to train the patients, both resulting in more success.
 Anything that helps students learn is a wonderful tool, and according to James Paul Gee PhD in his book What video games have to teach us about learning and literacy, video games can be used to develop receptive learning minds inside the classroom and outside of it.
 A video game developed by Codemasters has shown that there is a driving simulation that is actually extensively detailed and precise. Armies are using game simulations for training like Virtual Battle Space 2, and have become quite popular especially because using a game gave the users the ability to analyze and see mistakes (Tim Cross, 2011).



One of things I found in all of these examples is that they all implement gamification. "Gamifiers try to capture that sense of engagement by providing rapid, continuous feedback, a clear sense of progression and goals that are challenging enough to maintain interest but no so hard as to put players off" (Tim Cross, 2011) So whichever game made that isn't solely for commercial use, must have certain characteristics in order to succeed. Understand though that just because there are success stories, it doesn't allow me to jump to the conclusion that yes, video games serve other purposes besides entertainment.



   





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