On a Monday evening in fall 2005 in the Crystal Gateway Marriott a few blocks from the Pentagon, a group of academics, journalists, and software developers gathered to play with the U.S. military's newest toys. In one corner of the hotel's ballroom, two men climbed into something resembling a jeep. One clutched a pistol and positioned himself behind the steering wheel, while the other manned the vehicle's turret. In front of them, a huge, three-paneled television displayed moving images of an urban combat zone. Nearby, another man shot invisible infrared beams from his rifle at a video-screen target. In the middle of the room a player knelt, lifted a large, bazooka-like device to his shoulder, and began launching imaginary antitank missiles.
The reception was hosted by the Army Game Project, best known for creating America's Army, the official video game of the U.S. Army, and was intended to demonstrate how the military's use of video games has changed in just a few years. America's Army was released in 2002 as a recruiting tool. But the game has evolved beyond mere propaganda for the PlayStation crowd into a training platform for the modern soldier.
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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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Tuesday, 3 July 2007
Why Video Games are Making our Kids Smarter-and more obedient
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