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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Sunday, 27 January 2008

Saturday, 19 January 2008

IEEE Spectrum Predicts Forterra Systems a Winner

Forterra Systems Picked as Winner Along with IBM and Sprint for 2008

Forterra Systems Inc.'s OLIVE(TM) virtual worlds software platform along with IBM's new chipmaking process and Sprint's Xohm high-speed wireless broadband data network are just three of the five projects identified by the editors of IEEE Spectrum as "winners" in the fifth annual issue highlighting the best and worst of global technology.

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America's Army Training Helps Save Accident Victims

Paxton Galvanek credits America's Army for giving him the mad lifesaving skillz he demonstrated when he witnessed a horrific traffic accident on the I-40 in North Carolina.

After seeing an SUV go out of control and roll about five times, Galvanek stopped and ran across the highway to the crashed vehicle while his wife called 911. Two people were inside the SUV; Galvanek removed the passenger and got him away from the vehicle, and after assessing him as having only minor cuts and injuries, instructed him to remain clear while he retrieved the driver. The driver was much more seriously injured, with two lost fingers, head trauma and profuse bleeding; employing the knowledge he had gained from America's Army, Galvanek located a towel, put pressure on the victim's hand and instructed him to sit down while keeping his hand elevated over his head and pressure applied to the wound. Examining the head wound further, he determined the cut was not as serious as the injured hand.

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Nasa investigates virtual space

The US space agency is exploring the possibility of developing a massively multiplayer online (MMO) game.

The virtual world would be aimed at students and would "simulate real Nasa engineering and science missions".

The agency has published a "request for information" (RFI) from organisations interested in developing the platform.

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A Second Life for Higher Ed

When Prof. Jeremy Kemp entered the classroom to find a student transformed into a giant bowl of Jell-O, he didn't bat an eye. "I remember one class when a student arrived in a gorgeous monarch butterfly costume complete with gently fluttering wings and bulging eyes," says Kemp, assistant director of the virtual campus of San Jose State University's School of Library and Information Science.

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Thursday, 17 January 2008

Sony sells PlayStation quiz game to schools

Sony is to start selling a video game to schools for children as young as seven.

The company hopes the £35 multiple choice game, which was developed with the help of Government money, will be used to teach the national curriculum.

Children playing the game - called Buzz! The Schools Quiz, Classroom Edition - use a PlayStation 2 console with a special buzzer to answer the 5,000 questions, covering a range of topics.

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The Semantic Web for Non-Geeks



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Surgeons 'are better after playing Nintendo Wii'

Trainee surgeons will soon be practicing operations from the comfort of their sofas after a study found they performed better after playing games on the Nintendo Wii.

US researchers are designing software that will allow doctors to carry out simulated surgery using the console's novel control system.

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Second Life as a platform for Augmented Reality



http://arsecondlife.gvu.gatech.edu

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Friday, 11 January 2008

Instructors get help teaching in Second Life

Georgia State to create island in Second Life that offers guidance on virtual instruction:
Georgia State's "island" will offer educators free instruction on setting up a virtual classroom.

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Web Playgrounds of the Very Young



Trying to duplicate the success of blockbuster Web sites like Club Penguin and Webkinz, children’s entertainment companies are greatly accelerating efforts to build virtual worlds for children. Media conglomerates in particular think these sites — part online role-playing game and part social scene — can deliver quick growth, help keep movie franchises alive and instill brand loyalty in a generation of new customers.

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Wednesday, 9 January 2008

What happens when the Ivory Tower meets Web 2.0?

College students of yesteryear had to do their learning in the library and the lecture hall; college students of tomorrow may do theirs in something more similar to Second Life. That's one of the conclusions of a 2007 study of educational technology from EDUCAUSE and the New Media Consortium. Their 2007 "Horizon Report" (PDF) describes six key technologies that its authors believe will make an impact on education in the next one to five years:

* User-created content
* Social networking
* Mobile phone integration
* Virtual worlds for learning
* New forms of scholarly publication, including wikis
* Massively multiplayer educational gaming


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20+ Tools For Creating Your Own Games



http://mashable.com/2008/01/04/20-tools-for-creating-your-own-games/

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