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Posts Tagged ‘Simulations’

Why does the media still think video games are bad for kids?

July 29th, 2010

t1larg Why does the media still think video games are bad for kids?

Scott Steinberg says the media focuses on the negative aspects of video games instead of their redeeming qualities.

(CNN) — History has a funny way of repeating itself, especially when it comes to concerns over the cultural and psychological impact of video games on children.

In 1993, the Senate’s hearings on video game violence gave birth to the Entertainment Software Rating Board and the industry’s current rating system: E for everyone, M for mature (17 and older) and so on. Later this year, the U.S. Supreme Court will test the constitutionality of a California law that would make it illegal to sell violent video games to minors.

But what gaming insiders find most surprising isn’t that such arguments remain topical. It’s that some 30 years after video games became a popular form of mainstream entertainment, we’re still liable to hear less about games’ positive impact on kids’ lives than sensationalistic accounts of their hidden dangers. Read more »

The Future of Tech According to Kids: Immersive, Intuitive and Surprisingly Down-to-Earth

July 8th, 2010

Kids DrawingIf we were to ask you to name one thing you wish your computer (or another Web-enabled device) could do, but doesn’t now, what would you say? How about the ability to “touch the things that are in the screen, to feel and move them.” That’s what 7-year-old Daniela* wants. Matthew, 6, wishes he could play 3D games on his computer, and Jenna, 7, would like a solar-powered laptop. Cristina, 12, thinks it’d be great to travel more – to experience new, far-away places with the help of virtual reality.

Understanding that kids are excellent innovators, Latitude Research in conjunction with ReadWriteWeb recently conducted a study asking children to ideate concepts for new computer and Web technologies – and the results are in. Read more »

Ford Ergonomics Lab: Optimized by Gaming Technology

May 27th, 2010

Ford Ford Ergonomics Lab: Optimized by Gaming Technology

When Glenn Harrington donned a motion capture suit complete with more than 40 reflective spheres he wasn’t being turned into the latest video game character, but helping to design car manufacturing jobs that are less physically stressful on workers. Read more »

UPS Thinks Out of the Box on Driver Training

May 20th, 2010

UPS Training UPS Thinks Out of the Box on Driver Training
Vexed that some 30% of driver candidates flunk its traditional training, United Parcel Service Inc. (UPS) is moving beyond the classroom to ready its rookies for the road.

In the place of books and lectures are videogames, a contraption that simulates walking on ice and an obstacle course around an artificial village. Read more »

Immersed in Possibilities: New Mexico Firm’s 3D Multifunction Dome

May 4th, 2010

Dome Immersed in Possibilities: New Mexico Firms 3D Multifunction Dome
IMMERSED IN POSSIBILITIES: Duke City firm thinking beyond military applications for surround-imagery Multifunction Dome technology

It doesn’t take much to imagine the commercial potential for the technology Albuquerque’s Game Production Services developed for a first-of-its-kind training simulator for the U.S. Army.

The company recently announced the completion of the Multifunction Dome, an 18-foot-high, 37-foot-wide platform that employs 84 projectors and ultrasurround sound system to create a 360-degree “immersive environment” for the Army’s Air Defense School at Fort Sill, Okla. Read more »

Is Your Life Just One Big RPG? – Mind-Blowing Speech From DICE 2010

April 27th, 2010

You might think making games is all about putting 40 percent awesome in a box, throwing in a pinch of zazz and calling it a SKU, but that’s not true. Games, you may have noticed, are all around us, all the time.

In the video below, Carnegie Mellon professor and ex-imagineer Jesse Schell lays out a vision of the future in which our lives become, essentially, one big RPG.

Read more »

Real Fear in a Virtual World: Stanford Lab’s Virtual Pit

April 21st, 2010

johnsblog Real Fear in a Virtual World: Stanford Labs Virtual Pit

So, I walked up to a virtual pit. It was maybe 30 feet deep. With a wood plank crossing it.

Somewhere deep down in my rational brain, I knew the hole wasn’t real – that it was a virtual reality scenario in a cramped office at Stanford University, where the floor seemed completely pit-free until I put on a clunky piece of hardware called a “headmount.”

But that headmount changed everything. Read more »

GDC: Sid Meier’s Lessons On Gamer Psychology

March 18th, 2010

meier GDC: Sid Meiers Lessons On Gamer PsychologySid Meier is known as the mastermind behind some of the most respected and influential video games of all time, such as Civilization, Railroad Tycoon and Pirates.

But in his pursuit of conveying a realistic experience for players, he says his logical mind wasn’t taking into account enough what was going on in players’ heads.

“Gameplay is a psychological experience,” Meier acknowledged during his GDC keynote. Today he is director of creative development at Firaxis Games. “By acknowledging that gameplay is actually a psychological experience we … can end up with a better game.”

Meier outlined specific psychological elements that occur in players’ minds, such as “The Winner Paradox.” Game designers are supposed to give gamers a challenge, but the gamer at the same time expects to win. “In the real world you don’t always win, however in the world of games, you always win” in some capacity, Meier said. Read more »

You Are a Tamagotchi: Turning Your Health Into a Game

March 12th, 2010

tamgotchi2 You Are a Tamagotchi: Turning Your Health Into a Game

In the mid 1990s, a craze swept Japan and crested its way onto American shores: Kids were going crazy for the Tamagotchi, an egg-shaped digital pet. Every few hours, users would press a couple buttons to feed their Tamagotchi, play with it, or clean it up. The game was simple, but intensely rewarding. Users cried when their Tamagotchis got sick or died; they were elated when they were able to raise a healthy, happy pet. More than 70 million have been sold. Read more »

Game Changers: How Videogames Trained a Generation of Athletes

February 23rd, 2010

Gamechanger Game Changers: How Videogames Trained a Generation of Athletes
For years, the sophisticated play of professional teams trickled down to their college and high school counterparts. Recently, that flow has been reversed. Read more »

Duke University Extends Global Learning With Cisco TelePresence Lecture Hall

February 23rd, 2010

Duke1 Duke University Extends Global Learning With Cisco TelePresence Lecture Hall
Custom-Built Virtual Lecture Hall Provides Fuqua School of Business Students With Access to World’s Most Influential Leaders and Extends Classroom Environment Read more »

Technology Changing How We Work, Play, Shop

February 5th, 2010

Virtual saleswoman Technology Changing How We Work, Play, ShopVirtual saleswoman and other technology changing how we work, play, shop

Our avatars are coming. Those mobile and 3-D and interactive technologies being created around us are about to beam us into a new world, filled with workday holograms, avatars and stuff we called magic only a few years ago. Read more »

Gaming Usability 101

January 16th, 2010

This list of ten features should be embraced by game designers

Steve Krug argues in his book Don’t Make Me Think! that a good program or product should let users accomplish their intended tasks as easily and directly as possible. The less time it takes a person to complete a desired task (even if only by a few seconds), the more satisfying it becomes. When that happens, people are more likely to use a product in greater frequency and return for more. So in the spirit of improved usability, here are ten standard features every videogame designer should embrace. Read more »