About Serious Games

Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.

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Friday, 14 December 2007

Inventor of the Web talks about future of the Web



http://www.podtech.net/scobleshow/technology/1699/interview-with-inventor-of-the-web

http://www.podtech.net/scobleshow/technology/1700/qa-with-tim-berners-lee-and-the-web-science-research-initative

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First look: Semantic Web App “Twine”



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NY school opens lab for serious games

NEW YORK - A new research lab at the prestigious Parsons design school aims to develop video games with a conscience — called "serious games" — and study whether playing them can be a force for social good.

The games, which aim to educate, appeal mostly to a niche market and are used to train public officials, students and professionals in various fields.

more ...

http://www.boston.com/business/technology/articles/2007/12/13/ny_school_opens_lab_for_serious_games/

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University of Leicester launching virtual worlds research project

The latest academic institution to get the virtual worlds bug is the University of Leicester in the UK, which is launching an experimental research island within Second Life, investigating how learning and teaching within virtual worlds works.

/university-of-leicester-launching-virtual-worlds-research-project/


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How 3-D Printing Figures To Turn Web Worlds Real



http://online.wsj.com/article/SB119742129566522283.html

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US Army Sets Up New Office of Videogames



The U.S. military has been using games for decades to train its troops. Now, for the first time, the Army has set up a project office, just for building and deploying games.

more ...


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BBC - Video highlights: XO versus Classmate

The BBC News website visited Nigeria to see Africa's first large scale test of the XO laptop - a portable computer designed for the world's poorest children.

The One Laptop Per Child Project's so-called $100 laptop, also known as the XO, incorporates technology and software specially developed to cope with the inhospitable conditions found in many developing nations.

http://news.bbc.co.uk/1/hi/technology/7119160.stm

http://news.bbc.co.uk/1/hi/technology/7140443.stm

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Wednesday, 12 December 2007

Honda Develops Intelligence Technologies Enabling Multiple ASIMO Robots to Work Together in Coordination








Honda Motor Co., Ltd. has further advanced intelligence technologies enabling its advanced humanoid robot ASIMO (asimo.honda.com) to act autonomously and perform uninterrupted service to office guests.

http://www.prnewswire.com/mnr/honda/31059/

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Tuesday, 11 December 2007

When Will Virtual Surgery Make the Cut?



http://www.sciam.com/article.cfm?id=virtual-surgery-computer-graphic

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GlucoBoy Oh Boy



GlucoBoy, a new game compatible with the Nintendo GameBoy Advance and DS Lite, helps kids develop good health habits by incorporating gaming with checking your blood glucose level.

more ...


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Appalachian State University and Clemson University are partnering in research, development, and implementation studies related to 3-D virtual worlds

“The experience of Appalachian faculty in using virtual worlds as part of a learning environment and the research resources of Clemson make this partnership a natural,” said Dick Riedl, a professor in Appalachian’s Reich College of Education.

more ...

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Google: Lesson Plans and Projects for Schools

http://www.google.co.uk/schools/

http://www.google.com/educators/index.html

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The 3Di-Web Singularity

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http://wadatripp.wordpress.com/2007/12/10/the-3di-web-singularity-is-near/

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Shelter: virtual city



http://www.buildacity.org.uk/

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Videos From: Learning Technologies 2007



http://203.111.104.101/mediasite/Catalog/Front.aspx?cid=74b578dc-4464-4401-a0ed-cb49bae6776f

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serious games in virtual worlds

PRIME is a European project that seeks to make action learning cheaper, more accessible, more flexible and powerful. PRIME researchers are developing a software platform that uses serious game techniques to let users see the impact of their decisions in a virtual environment.

“The aim is for the user to gain experience by experimenting in a risk-free environment,” explains Bjorn Andersen, project coordinator of PRIME.

The platform consists of two elements, a Virtual Business Environment (VBE) and PRIME-Time, a workplace integration module. The VBE is a serious game that consists of a “micro world” where a number of users can interact with the software and between themselves. The platform is an approximation of reality based on a simulation model that controls the macro-economic and micro-economic dimensions of the micro world.

more ...

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FigurePrints - recreate your favorite World of Warcraft® character as a fully detailed 3D replica



Using 3D modeling techniques pioneered by special effects houses and manufacturing technology that allows even the most complicated of these models to be created, FigurePrints can bring your fully outfitted, one-of-a-kind World of Warcraft® character to your doorstep.

http://www.figureprints.com/

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Virtual worlds are being put to serious real-world uses



IT IS a typical example of the colonisation of a new frontier. A few intrepid explorers stake out some new, unexplored territory. Before long the first settlers move in and start to look for ways to make a quick buck. Their success attracts more settlers, and an unruly bonanza ensues; finally the policemen, lawyers and tax collectors show up. But the territory in question is not a new continent: it is the realm of cyberspace, where two developments suggest that virtual worlds are coming of age. The first is the emergence of commercial uses for virtual environments; the second is the advent of litigation and regulation.

more ...

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Friday, 7 December 2007

Virtual Goods: the next big business model

People spend over $1.5 billion on virtual items every year. Pets, coins, avatars, and bling: these virtual objects are nothing more than a series of digital 1s and 0s stored on a remote database somewhere in the ether. What could possibly possess people to spend real, hard earned cash on ‘objects’ that have no tangible substance?

more ...

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Second Life - Long Road Behind, Long Road Ahead

http://blog.secondlife.com/2007/11/21/long-road-behind-long-road-ahead/

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Exercising in a virtual world

Imagine cycling through the countryside without leaving the confines of your loungeroom.

Welcome to virtual exercise.

Researchers from the Queensland University of Technology have designed an IT gaming program which coupled with a stationary exercise bike takes the boredom out of getting fit.

The specially designed system uses two Nintendo Wii remote controls - one attached to the rider's leg, and another receiving a signal from an infra-red light on the rider's helmet.

The signal controls the "virtual setting", providing users with the feeling of cycling through the backdrop of their choice.

more ...

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Fresno Unified officials buy 1,000 wireless laptops that will fit on students' desktops.



http://www.fresnobee.com/263/v-printerfriendly/story/187043.html

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Is it OK for adults to play video games?

There was a time where video games were once the domain of young children and 'computer geeks'. Nowadays it's a multi billion dollar industry, with some games receiving the hype usually reserved for Hollywood blockbuster. But can you confidently talk 'Halo' strategies at dinner parties in the same way you'd talk golf, and not look silly?

Dr Penny de Byl, Senior Lecturer in the Department of Mathematics and Computing at the University of Southern Queensland, has studied, and played the odd computer game, "it's funny, when I started my Phd I was looking at artificial intelligence, I was keen to implement that in game environments. But I didn't think it was a serious domain for a Phd. But my supervisor said it was definitely legitimate, and once I got into the field, you get beyond the fun aspect of 'playing' the game and you see how complex they are behind the scenes."

more ...

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10 Semantic Apps to Watch



http://www.readwriteweb.com/archives/10_semantic_apps_to_watch.php

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Defining the Semantic Graph

http://novaspivack.typepad.com/nova_spivacks_weblog/2007/11/defining-the-se.html

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Monday, 3 December 2007

The Mashing of Virtual Reality, Social Computing

IBM is blending 3-D technologies into Lotus Connections, a harbinger of the convergence between the virtual realm and social networks.

Three-dimensional virtual reality worlds such as Second Life and social networks such as Facebook have been largely chugging along on parallel planes. Now some experts are claiming virtual reality will have a warm, sunny place in social networks for consumers and businesses.

http://www.eweek.com/article2/0,1895,2223530,00.asp

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Desktop Factory 3D Printer: £2500



http://www.desktopfactory.com/our_product/

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Qwaq Nabs $7M in Funding

Forget about long-distance travel just to sit in stuffy conference rooms so you can listen to mind-numbing PowerPoints. Qwaq lets your avatar suffer for you.

Qwaq, the creators of virtual spaces for the enterprise, on Tuesday said it snagged a $7 million first round of funding co-led by Alloy Ventures and Storm Ventures with participation from previous investor KPG Ventures. Ammar Hanafi, general partner at Alloy Ventures, and Alex Mendez, founding general partner at Storm Ventures, will also join Qwaq’s board of directors.

Gartner analyst Adam Sarner said that he thinks experimental money should be invested in this area.

http://www.redherring.com/Home/23201

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Military sets sights on virtual world

U.S. military and intelligence agencies are increasingly making use of computer-generated virtual worlds for training, teleworking and trying to predict human behavior.

The capabilities of so-called synthetic world software have increased at a huge rate since they were pioneered for the public by such games as "SimCity" and "Second Life." Now, scientists working for the military and U.S. intelligence want to capitalize on that notion.

http://www.washingtontimes.com/apps/pbcs.dll/article?AID=/20071123/NATION/111230073/1002

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Merry MMO Christmas




http://www.staticmultimedia.com/games/features/merry_mmo_christmas


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REXplorer: interactive mobile & cross-media adventure game

REXplorer is an interactive mobile & cross-media adventure game for tourists; players control the game with a location tracking 'Wiimote'-like device, making the visitor sightseeing experience fun, highly engaging and educational:

* REXplorer is a mobile, "pervasive", and persuasive game service that helps tourists and visitors to explore the history of the UNESCO world heritage city of Regensburg, Germany, and magically interact with the city's monuments instead of just seeing them.
* REXplorer is the first permanently installed game of this kind. Since June 2007, the 1.5 hour mobile device rental service is available for EUR 12,-/device at Regensburg's tourist information at the 'Alte Rathaus', and is co-operated by the tourist office and the REX Erlebnismuseum Regensburg Experience gemeinnützige GmbH.
* The game service targets the "tour guides are boring" group and has been designed for ages 16-30. Have a look at the personalized & geo-tagged game-blogs of highscoring players!




http://wiki.caad.arch.ethz.ch/Research/REXplorer


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Wednesday, 28 November 2007

Future Play 2007: Researcher Argues MMOs Are Educational

At the first keynote of Toronto's Future Play 2007 conference for game educators and developers, Dr. Constance Steinkuehler, assistant professor in the Educational Communication & Technology program for the University of Wisconsin-Madison, argued that MMOs and online worlds are good "push technologies" for education, rather than threats to it.

Her presentation was titled "Massively Multiplayer Online Games as an Educational Ethnology: An Outline for Research," a deceptively straightforward talk about Steinkuehler's research findings on what constitutes gameplay in MMOs and virtual worlds, and how that research might be applied to education programs.

Why did Steinkuehler write a dissertation that was a two-year ethnography on virtual worlds? "I needed to find out what in the world would be productive from playing these games," she explained, describing how she played Lineage, Lineage II and World of Warcraft for research.

more ...


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Chinese Government Gets Into Virtual World Business

http://gigaom.com/2007/11/27/chinese-government-gets-into-virtual-world-business/

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NATIONAL INSTITUTES OF HEALTH AWARD CONTRACT TO FORTERRA SYSTEMS TO EVALUATE GAMING FOR TRAINING CRITICAL HAZMAT SKILLS

SAN MATEO, Calif.—(BUSINESS WIRE)—Forterra
Systems, the market and innovation leader in private
virtual worlds, today announced that the National
Institutes of Health (NIH) has awarded a contract to the
Company to study the use of commercial gaming
technologies to produce a distributed, multi-player, online
virtual environment for training individuals and teams
in critical HAZMAT skills. Under the NIH contract, a
hazardous material (HAZMAT) emergency response
scenario will be designed using gaming technology to
test the basic principles of the study and to gather
qualitative and quantitative data to measure the efficacy
of the technology.
Forterra has proposed a solution to NIH that leverages
developments in the commercial gaming industry and
adapts these rapidly growing technologies to produce an
online virtual simulation in which individuals and teams collaborate to increase their readiness to deal with
HAZMAT emergencies. The NIH-sponsored study will include a training task analysis to determine a
proper instructional system design. User tests will be conducted with target audiences and the results will
be analyzed to determine, among other outcomes, what the impact is on cost effectiveness and
distance learning.
“The current obstacles to effective training are often geographic or cost driven, but there are also learning
and retention limitations associated with traditional training that involve video and slide presentations as
the mediums for this training. This experience is devoid of realism and engagement for participants,” said
David Rolston, Forterra’s Chief Executive Officer, “As part of this NIH contract, we will develop a
distributed learning and instructional environment that will put users in an engaging and realistic virtual
world where they are able to collaborate with other people rather than be inundated with boring web
pages and endless PowerPoint slides. A rich, interactive environment based on game technology offers
the most effective, cost-efficient way to facilitate the rapid transfer of learning and the development and
sustainment of necessary skills.”
In addition, the focus of the NIH study recognizes that new training technologies are needed that allow
remote access to large audiences and highly qualified trainers. As a result, Forterra will integrate the
subject matter expertise of Rohde & Associates and the instructional system design expertise of the
Federation of American Scientists to create a compelling on-line immersive training experience in which
to practice the interactions of HAZMAT first responders, incident commanders and site workers.
“We are excited to be involved with this important study sponsored by NIH,” said Dr. Henry Kelly,
President of the Federation of American Scientists. “People acquire new knowledge and complex skills
from game play and we as an organization are working on strategies that harness the potential of
emerging technologies to improve how people teach and learn. Gaming technology, like the virtual world
developed by Forterra, provides a tool that can be leveraged by instructors and subject matter experts to
provide a rich environment for the rapid transfer of learning.”

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Sunday, 25 November 2007

ComicLife and Skitch





http://plasq.com/

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Amazon uk