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Really Good News About Your Children’s Video Games

Really Good News About Your Children’s Video Games

Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing “action” video and computer games has positive effects – enhancing student’s visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Any observer knows that the attitude of today’s children to video and computer games is the very opposite of the attitude that most of them have toward school. The amount of time they spend playing computer and video games – estimated at 10,000 hours by the time they are twenty-one, often in multi-hour bursts – belies the “short attention span” criticism of educators. And while years ago the group attracted to video and computer games was almost entirely adolescent boys, it is now increasingly girls and all children of all ages and social groups. One would be hard-pressed today to find a kid in America who doesn’t play computer or video games of one sort or another.
The evidence is quickly mounting that our “Digital Native” children’s brains are changing to accommodate these new technologies with which they spend so much time. Not only are they better at spreading their attention over a wide range of events, as Green and Bavelier report, but they are better at parallel processing, taking in information more quickly (at “twitchspeed”), understanding multimedia, and collaborating over networks.
What attracts and “glues” kids to today’s video and computer games is neither the violence, or even the surface subject matter, but rather the learning the games provide. Kids, like and all humans, love to learn when it isn’t forced on them. Modern computer and video games provide learning opportunities every second, or fraction thereof.
On the surface, kids learn to do things – to fly airplanes, to drive fast cars, to be theme park operators, war fighters, civilization builders and veterinarians. But on deeper levels they learn infinitely more: to take in information from many sources and make decisions quickly; to deduce a game’s rules from playing rather than by being told; to create strategies for overcoming obstacles; to understand complex systems through experimentation. And, increasingly, they learn to collaborate with others. Many adults are not aware that games have long ago passed out of the single-player isolation shell imposed by lack of networking, and have gone back to being the social medium they have always been – on a worldwide scale. Massively Multiplayer games such as EverQuest now have hundreds of thousands of people playing simultaneously, collaborating nightly in clans and guilds.
Today’s game-playing kid enters the first grade able to do and understand so many complex things – from building, to flying, to reasoning – that the curriculum they are given feel like they are being handed depressants. And it gets worse as the students progress. Their “Digital Immigrant” teachers know so little about the digital world of their charges – from online gaming to exchanging, sharing, meeting, evaluating, coordinating, programming, searching, customizing and socializing, that it is often impossible for them to design learning in the language and speed their students need and relish, despite their best efforts.
An emerging coalition of academics, writers, foundations, game designers, companies like Microsoft and, increasingly, the U.S. Military is working to make parents and educators aware of the enormous potential for learning contained in the gaming medium. While “edutainment,” may work for pre-schoolers, it is primitive when it comes to the enormous sophistication of today’s games. We need new and better learning games, and these are finally beginning to appear. Microsoft has sponsored a “Games-to-Teach” project at MIT which is building games for learning difficult concepts in physics and environmental science on the X-Box and Pocket PC. Lucas Games has lesson plans to help teachers integrate its games into curricula to teach critical thinking. A UK study by TEEM (Teachers Evaluating Educational Multimedia) has shown that certain games can help youngsters to learn logical thinking and computer literacy. Given the almost perfect overlap between the profiles of gamers and military recruits, the US Military uses over 50 different video and computer games to teach everything from doctrine, to strategy and tactics. “America’s Army, Operations,” a recruiting game released for free in 2002, now has almost 2 million registered users, with almost a million having completed virtual basic training.
Academic research into the positive effects of games on learning, which not so long ago sat unread on the shelf, is being noticed by national media. Theoretical and practical guides such as “What Video Games Have To Teach Us About Learning And Literacy” by Professor of Education James Paul Gee, and my own “Digital Game-Based Learning,” are now on bookshelves. Experts, such as former Stanford CFO William Massey, who created the learning game “Virtual U.” are working with game designers to build games that communicate their knowledge and experience. Foundations like Sloan, Markle and others are funding these efforts. The Woodrow Wilson school has begun a project called “Serious Games” to increase the use of gaming in public policy debates, picking up an effort that begin 10 years ago with “Sim Health” from Maxis.
Yet despite all the findings, research, and cries for help from the kids in school, many parents and educators still tend to think of video and computer games as frivolous at best and harmful at worst. The press often encourages this with headlines about “killing games” when in fact two thirds of the games are rated “E (everybody),” and sixteen of the top 20 sellers are rated either “E” or “T (teen)”. To counteract this “name prejudice,” users and funders of today’s “new” educational games often refer to them by “code” names, such as “Desktop Simulators,” “Synthetic Environments,” or “Immersive Interactive Experiences.”
Yet what these new, highly effective learning tools really are a combination of the most compelling and interactive design elements of the best video and computer games with specific curricular content. The tricky part is doing this in ways that capture, rather than lose, the learner’s interest and attention. We are now becoming much better at this. The money and will is there to do it, and our students are crying for it.

The Good Old Arcade Game: History And Development

The Good Old Arcade Game: History And Development

Gaming is already a part of our lifestyle. Starting in childhood, once we see moving images of gaming characters, we have the curiosity to try controlling it. It lasts until our teenage and adult years; we consider gaming as one of the entertainment alternatives when we are feeling bored.

Different genres of games are starting to pop up such as online strategy and role-playing games. But do you still remember the good old arcade games? That Pac-man eating yellow dots and Mario and Luigi consuming mushrooms and flowers to rescue the princess from King Koopa? These games are considered to be the ancestors of the games that you play today on your computer or videogame station.

History Reminisced

Old arcade games started after World War II, after Ralph Bauer invented the perception of creating an electronic game system to the television screen during the early 1950’s. When he presented his ideas to Magnavox, a television company during that time, it was approved and resulted in the release of a refined version of Bauer’s Brown Box prototype, which is known as the Magnavox Odyssey in 1972.

It displays only spots of light on the computer screen and it requires the use of translucent plastic overlays to reproduce the appearance of the game. In other words, this gaming version is prehistoric compared to present gaming standards.

The first gaming console system that was invented is known as the Atari 2600, which was released in 1977. It used plug-in cartridges in order to play different games.

After the release of Atari 2600, old arcade games started their Golden Age in the gaming industry. This is considered to be the era when the popularity of such games increased drastically. It began in the late 1979 when the first colored arcade game appeared.

Old arcade games started to gain their momentum in the gaming industry during the release of the following:

• Gee Bee and Space Invaders in 1978
• Galaxian in 1979
• Pac-man, King and Balloon, Tank Battalion, and others in 1980

During this era, arcade game developers began experimenting with new hardware, developing games, which used the lines of vector displays as opposed to the standard raster displays. Few arcade games derived from these principle, which became a hit including the Battlezone (1980) and the Star Wars (1983), which are all from Atari.

After the vector displays, arcade game developers were experimenting with the laser-disc players for delivering animations like in the movies. The first attempt is the Dragon Lair (1983) by Cinematronics. It became a sensation when it was released (there are instances that the laser-disc players in many machines malfunctioned due to overuse).

New controls were also cropped up in few games, although joysticks and buttons are still the arcade game standard controls. Atari released the Football in 1978 which used the trackball. The Spy Hunter introduced a steering wheel with resemblance to an actual one, and the Hogan’s alley made use of tethered light guns.

Other specialty controls like the pedals in racing games and a crossbow-shaped gun in Crossbow were also developed in this era.

Now, with the enthusiasm of modern game developers, they tried to revive this old arcade games by means of enhancing its graphics and producing newer versions. This manifestation only shows that good old arcade games are still a great alternative to modern computer games.

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The Good And Bad Impacts Of Online Gaming

The Good And Bad Impacts Of Online Gaming

The world of online games has received a fillip ever since the Internet revolution began and made its mark in the lives of regular people. We can still recall a time when we were limited by slow computers with crawling dialup speed. Back in those days, one could never even have thought of the way in which the online gaming industry would soon be developing. Today, online games are very advanced.

In the world of today, gaming has advanced to an amazing degree. Things like streaming 3-D animation graphics with superb surround sound stereo now have the ability to make us all addicted to gaming.

Playing online games is so much more different than playing games in a single player mode where your only challenge is to beat the computer. The great thing about online gaming is that one can actually test one’s skills against the best in this arena. In fact, certain game platforms cater to this by having rankings to determine the champions. There can be no doubt that with this ranking system, gamers have become very motivated to win.

And most gamers take this ranking system quite seriously. Whether it is RPG (role playing games), shooting or strategy games, it is not surprising to see that online gaming is not just a teenage obsession. Online gaming now has a fan following that reaches across all boundaries.

Nowadays, online games are so popular that we can even see annual game tournaments being organized around the world. Professional gamers and amateurs come here lured by the big prizes. Some of these tournaments are so well organized that they are comparable to the high standards of other international sports tournaments with big sponsors and advanced facilities. As a result, the numbers of professional gamers has been increasing.

Their job is to hone their skills and pursue gaming just like any other sports person would. The emergence of online games also created many opportunities for gamers to increase their income. Many people do not realize that with the market becoming so huge and with the race to be at the top, people are actually willing to pay to obtain these virtual online characters. This act is known as “farming”, whereby you develop a character and sell it.

At the same time, online gaming has a number of negatives as well. The world has become so attached to online gaming that many people prefer to interact only through games. They loathe the idea of social interaction. This, of course, is not advisable. In fact, some also link this trend to unhealthy lifestyles because it also means sitting in one position all day without much activity. The greatest victims of online games are young people who cannot fight their obsession for this sit-down sport.

However, one cannot ignore the benefits of gaming either. For instance, by limiting gaming to a certain number of hours a day, there can actually be some positive effects. Scientific studies have found that online games can train the human mind to be agile and alert. Gamers are always exposed to conditions whereby they have to learn to adapt and develop certain strategies in order to survive. As with everything, even gaming has its good and bad effects. Whether you let yourself be affected positively or negatively is your call.

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