< Keep in mind (2) | Reading List: Books >
same caveats as noted in "Reading List: Books"
*Yale: They've got GAME retrieved 12 Oct 08
http://www.yaledailynews.com/articles/view/25683
Educator blog: Can video games hook kids on reading, retrieved 12 Oct 08
http://www.romow.com/education-blog/can-video-games-hook-kids-on-reading/
Games, Gaming, and Gamers: Why You Want Them in Your Libraries
http://lsobibliotech.blogspot.com/2007/10/games-gaming-and-gamers-why-you-want.html
ARTICLES
Bainbridge, Williams Sims The Scientific Research Potential of Virtual Worlds -- Science 27 July 2007 Vol 317, no 5837, pp 472-476
abstract: "...great potential as sites for research in the social, behavioral, and economic sciences ... The article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments introducing a number of research methodologies... formal experimentation, observational ethnography, quantitative analysis of economic markets or social networks."
VERY RELEVANT
Bainbridge's article later produced the WoW "Science" guild on the Earthen Ring server (Horde) and an in-game formal conference May 15 (about) 2008. A follow-up article in Science magazine (June 20, 2008) talked about the conference and the opened the guild up. http://scienceguild.org/wiki/index.php?title=Main_Page is the guild's wiki.
*Womack, H. David "Giz" "Gamers Come Out to Play in Wake Forest University's Library" Marketing Library Services Nov/Dec 2006, Vol 20, #6, p1
*Pallack, Becky "Online games -- the new job training" Arizona Daily Star (Tucson AZ) 8/1/07
"...can lead to real-life success at work."
*Bulik, Beth Snyder "Who is Today's Gamer? You Have No Idea" Advertising Age published May 14th, 2007
breaks out stats which were culled from NPD(??) study noted under Other, below
* http://www.cnn.com/2007/TECH/09/17/internet.death.ap/index.html
BEIJING, China -- A man in southern China appears to have died of exhaustion after a three-day Internet gaming binge, state media said Monday.
-- I wonder if there's any way to find out if this man was one of the sweatshop "gold farmers" ... and not simply a game-player. Just as the 1880's seamstresses were socially and economically deprived, and taken advantage of, this is a serious Third World phenomenon. China is notorious for housing the gold farmers, and "state media" would never acknolwedge that.
-- "gold farming" defined: http://en.wikipedia.org/wiki/Gold_farming ... notes 12 and 18-hr workshifts standard, with China outstripping other countries engaged in this activity.
Video Games That Keep Kids Fit
http://www.time.com/time/magazine/article/0,9171,1661688,00.html
Ambition: Why Some People Are Most Likely to Succeed
* http://www.time.com/time/magazine/article/0,9171,1126746,00.html
*Are Gadgets, and the Internet, actually addictive?
http://edition.cnn.com/2007/TECH/ptech/07/01/la.tech.addictions/index.html
*'Serious Games' take aim at shoot-'em-up video
Yahoo News, by Ken Dermota Wed Oct 25, 1:01 PM ET ... Copyright © 2006 Agence France Presse. (retr 29oct06)
*hardcopies and/or full text in hand if link expires ...
--------------
Caught in the Net: Online Gaming. Foreign Policy, Sep/Oct2007 Issue 162, p92-92, 1/8p; Abstract: The article focuses on players of online role-playing games such as World of Warcraft and Dungeons & Dragons who will now have fewer Chinese players with which to compete. Time limits have been put on Chinese game players who have to enter identification numbers to play. After their limit, the players have to perform physical exercise. (AN 26278538)
FRIENDSHIP FOR TEH WIN: A CAUTIONARY TALE. By: Lopez, Miguel. Games for Windows, Aug2007 Issue 9, p92-93, 2p, 3c; Abstract: The article discusses the author's experience of playing the "World of WarCraft." During the game, he has leveled alts, survived the honor and endured the senseless tedium of 40-man raids, which made him achieve something notable in his entire life. The author recruited the best players in order to win, which he ended up alienating a few people in his quest for the teh win. (AN 25740183)
[ frankly this looks like a relatively exploitative article. Arguably: this is one of the skills one might learn? or among a skillset not generally considered socially desirable ... although wouldn't businesses put some value on these skills ]
*Virtual Thievery. By: Spring, Silvia. Newsweek (Atlantic Edition), 12/11/2006, Vol. 148 Issue 24, p10-10, 2/3p, 1c; Abstract: The article reports about a disturbing new trend online. World of Warcraft and other multiplayer online role-playing games have recently become the target of criminals who seek in-game currency because of its real-world resale value. Players don't own the games, the design companies do. So if virtual property is stolen, players have no legal recourse. (AN 23452155)
[ interestingly I heard an in-game chat recently that noted the "WTT 70 pally for any 55" kind of remark was a scam, enabling trader to acquire account info and steal it. (a) interesting if true; (b) interesting if this is, in effect, in-game peer-to-peer education ]
*THE NAPSTER KID TURNS TO WARCRAFT. By: Green, Heather. Business Week, 12/11/2006 Issue 4013, p13-13, 1/4p, 1c; Abstract: The article reports that Napster founder Shawn Fanning is starting a website to help "World of Warcraft" fanatics connect online. Fanning, who is himself a fan, found that communicating with other players was difficult. His ad-supported site, Rupture, will allow players to list information about themselves like character names, profiles, and game statistics while chatting via instant messaging. (AN 23288722)
[ Is PC only, no Mac support. Is this obsoleted by Blizzard advances like Armory and in-game chat? Also, this is not the only site doing this sort of thing -- all of which are optional info-gathering. Armory does so throughout all game servers. See "tin foil hat" April Fool's Event that transpired in consequence. ]
*A VIRTUAL GOLD RUSH. By: Liu, Melinda; Levy, Steven. Newsweek (Atlantic Edition), 9/25/2006, Vol. 148 Issue 13, p40-41, 2p, 2c; Abstract: The author reports on the popularity of the video game "World of Warcraft" in China. The author reviews the game is known as a Massively Multi-player Online Role Playing Game or MMOG, with more than 7 million players worldwide. According to the author, some players in China are working as "gold farmers," or collecting the currency used in the game so they can sell it for real currency. Comments regarding the issue from the game's publisher Mike Morhaime are included. (AN 22460534)
*Living a Virtual Life. By: Levy, Steven; Liu, Melinda; Croal, N'gai; Tyre, Peg. Newsweek, 9/18/2006, Vol. 148 Issue 12, p48-50, 30p, 7c; Abstract: This article discusses the popularity of the "World of Warcraft" role-playing video game. Over seven million people worldwide play "World of Warcraft," led by player "guilds" who work together to complete levels of the game. The popularity of online video games is also discussed, especially role-playing video games. (AN 22300004)
[ rel early article ... incl ref to Liz Lawley and Castronova ]
Need to track down Castronova's article and the reactions to it ... read it when it came through (about Horde=evil in RL) but haven't encountered since. Compare TM's reactions to the Caribbean-style Jamaican trolls and Amerinidian tauren as racist.
*BIG 'WOW' AT VIVENDI. By: Levine, Robert. Fortune (07385587), 9/4/2006, Vol. 154 Issue 4, p20-20, 1/3p, 1c; Abstract: This article reports that in the second quarter of 2006 Vivendi Games, a subsidiary of the Vivendi parent company, posted sales 30% higher than for the same period in the preceding year. This increased the revenue growth overall for the entire corporation by 4.8%. Four years prior to this Vivendi had tried unsuccessfully to sell its games division. The growth was fueled by the success of Vivendi's online fantasy game, "World of Warcraft." (AN 22083706)
*Artists & Entertainers: ROB PARDO. By: Grossman, Lev. Time South Pacific (Australia/New Zealand edition), 5/8/2006 Issue 18, p114-115, 2p, 1c; Abstract: The article presents information on Rob Pardo, vice president of game design for Blizzard Entertainment. He had led the team that designed World of Warcraft, a computer-generated fantasy environment that one can access, for a monthly subscription fee, via the Internet. Designing World of Warcraft involved generating from scratch history, geography, anthropology and ecology of a fully realized fantasy world spread over two continents. (AN 23525706)
*Turning play into pay. By: Wahl, Andrew. Canadian Business, 4/10/2006, Vol. 79 Issue 8, p19-19, 1p, 5c; Abstract: The article reports on different types of internet video games. It mentions the book "Synthetic Worlds: The Business and Culture of Online Games," by Edward Castronova, an associate professor of telecommunications at Indiana University in Bloomington. It focuses on specific games called massively multiplayers online games or MMOs, such as "EverQuest" and "World of Warcraft," in which players guide characters through a shared virtual world. (AN 20570381)
[ long on the *tsk*tsk* aspect of the game's immerse qualities. Focus on EQ -- which permitted real-world sale of goods -- warps discussion of WoW which does not. Castronova's analysis countered by specific Blizzard game-design considerations and decisions. Approach: was this cause and effect? ]
Virtual Worlds as Social-Science Labs. By: Foster, Andrea L.. Chronicle of Higher Education, 7/6/2007, Vol. 53 Issue 44, pA25-A27, 3p, 2c; Abstract: The article focuses on the work being conducted by Edward Castranova, a tenured professor at Indiana University, who is examining how virtual online worlds are affecting and reflecting society. Castronova became known in scholarly social science circles after he published a paper, which described his experiences playing the online fantasy game Everquest. The article discusses how Castranova is working with Indiana University in developing a multiplayer virtual world modeled on the settings and characters in plays by William Shakespeare. (AN 25843593)
THE WIRED CAMPUS. Chronicle of Higher Education, 9/22/2006, Vol. 53 Issue 5, pA33-A33, 1/3p; Abstract: This article presents news briefs related to technology. An electronic voting machine used in the U.S., the Diebold AccuVote-TS, is highly vulnerable to attack, according to a study by computer scientists at Princeton University. The makers of eDonkey, a popular file-swapping program, have agreed to pay the recording industry $30 million and stop distributing software to dodge copyright-infringement lawsuits. Researchers at Stanford University studied views about personal space held by users of the online virtual world Second Life and found they still share fairly traditional views. (AN 22487335)
* 'Play Between Worlds: Exploring Online Game Culture'. By: Ayoub, Nina C.. Chronicle of Higher Education, 8/11/2006, Vol. 52 Issue 49, p13-13, 1p; Abstract: The article discusses an academic paper written by T.L. Taylor entitled "Play Between Worlds: Exploring Online Game Culture." The paper presents a study of the massively multiplayer online game EverQuest, analyzing the social systems at work among those who play the game, and how they affect interactions within the game. (AN 21949326)
Running Quake II on a grid. By: Geen, Glenn; Hammer, Matthew; Bethencourt, John; Eiron, Iris; Thomas, John; Kaufman, James H.. IBM Systems Journal, 2006, Vol. 45 Issue 1, p21-44, 24p Abstract: As a genre of computer games, the massively multiplayer online game (MMOG) has the promise of enabling up to tens-or even hundreds-of thousands of simultaneous players. This paper describes how we began with an existing single-server online game engine and enhanced it to become a multiserver MMOG engine running on a grid. Other approaches require that a game be specifically designed to scale to MMOG player levels. Our approach, using IBM OptimalGrid middleware (which provides an abstracted underlying grid infrastructure to an application) allowed us to reuse an existing game engine without the need to make any significant changes to it. In this paper we examine the design elements needed by an MMOG and provide a practical implementation example-the extension of the id Software Quake II game engine using OptimalGrid middleware. A key feature of this work is the ability to programmatically partition a game world onto a dynamically chosen and sized set of servers, each serving one or more regions of the map, followed by the reintegration of the distributed game world into a seamless presentation for game clients. We explore novel features developed in this work and present results of our initial performance validation experiments with the resulting system. [ABSTRACT FROM AUTHOR] (AN 19899279)
System-performance modeling for massively multiplayer online role-playing games. By: Meng Ye; Long Cheng. IBM Systems Journal, 2006, Vol. 45 Issue 1, p45-58, 14p Abstract: Massively multiplayer role-playing games (MMORPGs) are among the most popular types of online game. A successful title may have tens of thousands or even millions of subscribers and, at any given time, may have thousands of players online. This paper presents a method for modeling MMORPG system performance and applies it in an analysis of two real MMORPGs. The results show that a strong linear relationship exists between performance metrics at the server side and the number of concurrent players online. As a result, utilization of IT resources, including network traffic and server load, can be predicted, given the number of concurrent players. The performance model presented here can be used for automated IT resource allocation at runtime and is thus useful in the context of utility computing and on demand systems. [ABSTRACT FROM AUTHOR] (AN 19899287)
Researching literacy as tool, place, and way of being. By: Steinkuehler, Constance A.; Black, Rebecca W.; Clinton, Katherine A.. Reading Research Quarterly, Jan-Mar2005, Vol. 40 Issue 1, p95-100, 6p; Abstract: Describes how literacy plays out as tool, place, and way of being. Methods that can be leveraged toward understanding digital literacies in ways that might foreground a single unit of analysis or time scale but resist ignoring others; Typology of information exchange and social interaction based on activity theory; Emphasis on massively multiplayer online games. (AN 16337880)
[ Digital literacy ... NOTE "Emphasis on massively multiplayer online games"! ]
Playing With Epidemics. By: Holden, Constance. Science, 5/18/2007, Vol. 316 Issue 5827, p961-961, 1/7p; Abstract: The article reports on proposed introduction of infectious diseases in the booming virtual world, Second Life, in order to study epidemics. The idea was suggested by Ran Balicer of Ben-Gurion University of the Negev in Be'er Sheva, Israel, after he was inspired of the plague that occurred in one online fantasy game World of Warcraft in 2005. What happened was that, game administrators put the infectious disease called corrupted blood. It was suggested that epidemiologist could team up with game administrators to release infectious agents, while properly selecting the factors such as mode of transmission, symptoms and possible treatments. Balicer stated that Second Life is a very good testing ground since millions of people interact in the site. (AN 25254713)
Video Game Worlds. By: Jindra, Michael. Society, May2007, Vol. 44 Issue 4, p67-73, 7p; Abstract: The article reports on the writings about the cultural phenomenon and effect of the video game industry. It focuses on the pros and cons of gaming. Debates and arguments related to the topic is also presented. Some of the writers celebrate gaming because it display the powerful combination of entertainment, competition, and technology, while the others add a cautionary note stating that our social and moral aspect are neglected. However, all of them agree that video games is a phenomenon that will have social implications. In relation, an overview of the eletronic game industry's technological development is offered. (AN 25811465)
[ assess the moral choices typified in some of the quests... (a) in wordings and justifications; and (b) in players' responses to same. Warlock, rogue quests that involve killing inside own faction. Tauren quest leads to opponent being killed in horrible manner; druid refusing (TM experience) ]
* THE MOTIVATIONS OF ADOLESCENTS WHO ARE ADDICTED TO ONLINE GAMES: A COGNITIVE PERSPECTIVE. By: Wan, Chin-Sheng; Chiou, Wen-Bin. Adolescence, Spring2007, Vol. 42 Issue 165, p179-197, 19p, 3 charts Abstract: This research explored, from the perspective of cognitive theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. Study 1 focused on the differential motivations between the addicts and nonaddicts. The findings revealed that the addicts exhibited higher intrinsic than extrinsic motivation, whereas the nonaddicts showed an opposite relationship. The intrinsic motivation of the addicts was also higher than the nonaddicts. The results imply that intrinsic motivation plays a crucial role in gaming addiction. .Study 2 was conducted to examine whether four factors that moderate the detrimental effect of extrinsic motivators on intrinsic motivation would function as predicted. Results indicated that extrinsic rewards would undermine intrinsic motivation when they were high expectancy, high relevance, tangible, and noncontingent. Thus, players' intrinsic motivation would be higher when extrinsic rewards were low expectancy, low relevance, intangible, and contingent. This article provides insights into the differential motivations of the addicted players and how to employ intrinsic motivators to affect their intrinsic motivation. [ABSTRACT FROM AUTHOR] (AN 24990592)
* AN EMPIRICAL STUDY OF EXPERIENTIAL VALUE AND LIFESTYLES AND THEIR EFFECTS ON SATISFACTION IN ADOLESCENTS: AN EXAMPLE USING ONLINE GAMING. By: Shieh, Kwei-Fen; Cheng, Ming-Sung. Adolescence, Spring2007, Vol. 42 Issue 165, p199-215, 17p, 4 charts Abstract: This study tests a consumer behavioral model on Taiwanese adolescents and young adults engaging in online gaming. The major focus is on how these consumers transfer the value of their experiences and lifestyles to satisfaction, which may assist in the further exploration of the specific consumption behavior characteristics of adolescents and young adults, particularly with regard to their social functioning and deep-seated psychological needs. Using a two-stage sampling design process, data were collected on a total of 211 consumers, with the statistical analysis methods adopted for this study including a reliability test, confirmatory factor analysis, and LISREL analysis. Our results indicate that causal relationships hold in certain experiential value and lifestyle constructs. In particular, two experiential value constructs (social function, empathy and escapism) and two lifestyle constructs (pursuit of recreation and taste for life, reference group) play major roles that affect satisfaction among adolescents and young adults in online gaming in Taiwan. [ABSTRACT FROM AUTHOR] (AN 24990666)
INCORPORATING VIDEO GAMES INTO PHYSICAL EDUCATION. By: Hayes, Elisabeth; Silberman, Lauren. JOPERD: The Journal of Physical Education, Recreation & Dance, Mar2007, Vol. 78 Issue 3, p18-24, 7p, 1 chart; Abstract: The article presents video gaming as an untapped resource for enhancing motivation and sports participation on young people. The recognition by educators that technology can be an important means of supporting general learning and physical education in schools is discussed. It also mentions that various forms of technology such as digital video clips, webquests and commercial video games advocate game-like practice situations, mental skills training, information gathering and actual physical activity involvement. (AN 24322549)
Virtual Vows. By: Chen, Christine Y.. Foreign Policy, Jan/Feb2007 Issue 158, p101-101, 2/3p; Abstract: The article discusses how people are establishing romantic relationships by meeting on online role playing games like "City of Heroes," "EverQuest," and "Second Life." The article presents a story about a couple who met on the game "City of Heroes," and then soon after meeting in real life decided to marry. Sony Online Entertainment has stated that they know of at least 20 couples who have married after they met on the company's virtual reality games "EverQuest" and "EverQuest 2." (AN 24092382)
Does "Sneaky Fox" Facilitate Learning? Examining the Effects of Seductive Details in Physical Education. By: Shen, Bo; McCaughtry, Nate; Martin, Jeffrey; Dillon, Suzanna. Research Quarterly for Exercise & Sport, Dec2006, Vol. 77 Issue 4, p498-506, 9p, 1 chart Abstract: While seductive details are enjoyable, they are unimportant content or activities intentionally inserted to make class fun and interesting. The purpose of this study was to examine the effect of seductive details on students' learning of net games in physical education. Participants were 240 middle school students. A videotaped lesson example named "outfox your opponent" was used as the stimulus, and a 2 × 3 (condition × grade) factorial analysis was designed. The results showed that seductive details directly interrupted students' recall of important learning content and transferring problem solving in learning net games. It is suggested that the function of seductive details on learning should be reconsidered when designing effective motivational strategies in physical education. [ABSTRACT FROM AUTHOR] (AN 25267655)
Worlds to Conquer Online: Multiplayer Gaming Comes of Age. By: Jennings, Lane. Futurist, Jul/Aug2006, Vol. 40 Issue 4, p60-61, 2p; Abstract: This article reviews the book "Synthetic Worlds: The Business and Culture of Online Games," by Edward Castronova. INSET: How Online Fantasies Shape Real Life. (AN 21200507)
An Informal Discussion on Internet Matters. By: Yang Shaoguang. Chinese Education & Society, Jan/Feb2006, Vol. 39 Issue 1, p65-83, 19p; Abstract: The article discusses the impact of Internet on moral and social aspects of youth in China. It talks about the various problems affecting youth as a result of using the Internet, especially the harmful environment of Internet cafes. These are much similar to other societies, such as Internet depression and loneliness, meeting strangers on the web, and online crimes pertaining to robbery, fraud, and pornography. Internet may also led to compulsive gathering of useless information and gaming for hours that can adversely affect the student's academic performance. Problems caused by this technology may be resolved or at least minimized by strengthening controls over films and television production, Internet bars, books and banning places with unhealthy computer games. (AN 20597000)
Online games and e-business: Architecture for integrating business models and services into online games. By: Sharp (Chris), C. E.; Rowe, Martin. IBM Systems Journal, 2006, Vol. 45 Issue 1, p161-179, 19p Abstract: Online games are the future of the interactive entertainment industry. The idea of integrating business services into online games holds a number of exciting possibilities for new business models, new markets, and new growth. We describe an architecture, Business Integration for Games, and an implementation prototype, for integrating online games with business services. We also describe a demonstration system that embeds our prototype into the popular first-person-shooter game Quake II. [ABSTRACT FROM AUTHOR] (AN 19899286)
Virtual Hunger. By: Peake, Stephen. World Today, Aug/Sep2005, Vol. 61 Issue 8/9, p12-12, 1p, 1c; Abstract: Evaluates the Food Force virtual reality game developed by the United Nations World Food Programme, for a single player and consists of a series of six distinct missions emulating parts of the process of delivering food aid to an area in crisis. Game mechanics; Outline of the missions; Resources on the Food Force Web site to back up the game.. (AN 17829020)
A harmless fling. Industrial Engineer: IE, Feb2005, Vol. 37 Issue 2, p18-18, 1/3p, 1bw; Abstract: Focuses on the Treb Challenge, an online game that allows users to launch an imaginary projectile and collect points for distance, accuracy and power. Web site where the game can be found; GlobalSpec Inc.'s hosting of the game. (AN 16288267)
The Internet Exercise the Mind. By: Dunning, Troy. Activities, Adaptation & Aging, 2004, Vol. 28 Issue 3, p71-72, 2p; Abstract: Focuses on the impact of the Internet with the mental processes of individuals. Outlet for reminiscing; Variety of activities offered in the Internet; Description of games and activities. DOI: 10.1300/J016v28n03_05 (AN 15015912)
Online computer gaming: a comparison of adolescent and adult gamers. By: Griffiths, M.D.; Davies, Mark N.O.; Chappell, Darren. Journal of Adolescence, Feb2004, Vol. 27 Issue 1, p87, 10p Abstract: Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (<f>n=540</f>) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing. [Copyright 2004 Elsevier] DOI: 10.1016/j.adolescence.2003.10.007 (AN 12100358)
Home Turf Advantage. By: Mei Fong. Far Eastern Economic Review, 11/6/2003, Vol. 166 Issue 44, p46-48, 2p, 7c; Abstract: Discusses the development of on-line games by China's Internet companies. Percentage of on-line games played in China; Spending by game developers; Response of consumers; Reasons for the growth of online gaming in Asia; Challenges facing game developers. (AN 11497859)
No Work, Just Play. By: Bolande, H. Asher. Far Eastern Economic Review, 5/8/2003, Vol. 166 Issue 18, p36, 1p, 1 chart, 2c; Abstract: Focuses on the online gaming market in China. Estimated number of Chinese gamers paying by the hour to play Internet games; Top five online games in the country; Estimated worth of the online gaming market. (AN 9767438)
REALITY BITES. Far Eastern Economic Review, 1/30/2003, Vol. 166 Issue 4, p34, 1/3p, 1c; Abstract: Describes the procedure of accessing The Sims Online game. Search of the game at Goggle.com; Promotions offered in the site; Suggestions of media pundit Tony Walsh Sims could express opposition to the virtual presence of McDonalds. (AN 9077666)
Get a Life, Virtually. By: Wagstaff, Jeremy. Far Eastern Economic Review, 1/30/2003, Vol. 166 Issue 4, p34, 2p, 1c, 1bw; Abstract: Features The Sims Online virtual-reality game released by Electronic Arts, Inc. Focus of the game on interacting with characters created and directed by real people; Availability of body-language tools in the game; Use of artificial intelligence to mimic human behavior. (AN 9077665)
Winning the Monster Game. By: Larkin, John. Far Eastern Economic Review, 9/5/2002, Vol. 165 Issue 35, p32, 3p, 3c; Abstract: Discusses the growth of online games or computer games in the global market. Achievements of Kim Taek Jin, founder of South Korea-based NCsoft; Global subscription revenues of NCsoft; Joint venture between NCsoft and Softbank. INSET: Hong Kong's En-Tranz Plays a Survival Game, by Lara Wozniak. (AN 7466573)
The INK Project: Internet nutrition for kids. By: Cotugna, Nancy; Vickery, Connie E.. Journal of Nutrition Education, May/Jun99, Vol. 31 Issue 3, p175C, 2p, 1 chart; Abstract: Focuses on the Internet Nutrition for Kids (INK) Project, a World Wide Web-based nutrition scavenger hunt activity aimed towards increasing children's awareness on the importance of eating fruits and vegetables. Development of the project; Coverage of the project's health plan; Initiation of a scavenger hunt contest to increase participation in the program. (AN 2201355)
* The computer is in: Game helps fight phobias
Psychiatric patients in Britain skip weekly sessions, log on for treatment
http://www.msnbc.msn.com/id/21135372/
related anecdotal unscientific poll:
Live Vote
| Would you rather spill your guts to a therapist -- or an online game? * 167 responses | |||||
| Therapist. I need a person to listen to me; besides, I wouldn't trust advice from computer program. 19% |
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| Online game. It's more convenient. Plus, I'm not comfortable with pouring my heart out to a psychologist. 57% |
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| I'm not sure. 23% |
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Not a scientific survey. Click to learn more. Results may not total 100% due to rounding.
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* Simulated classrooms and artificial students: The potential effects of new technologies on... By: Brown. Journal of Research on Computing in Education, Winter99, Vol. 32 Issue 2, p307, 13p Abstract: This article describes and discusses how simulation activities can be used in teacher education to augment the traditional field-experience approach. Particular emphasis is given to the emergent technologies of artificial intelligence and virtual reality. The article includes an overview of simulation as a teaching and learning strategy and specific examples of high-technology simulations in development and in use. Media hype may promise more than virtual reality or artificial intelligence can presently deliver, but there are some promising developments that may affect teacher education. (Keywords: artificial intelligence, computer simulation, teacher education, virtual reality.) [ABSTRACT FROM AUTHOR] (AN 2656468)
* War Games Go Virtual. By: Carlson, Scott. Chronicle of Higher Education, 11/24/2006, Vol. 53 Issue 14, pA36-A38, 3p, 3c; Abstract: The article looks at how researchers at the Institute for Creative Technologies (ICT), a research group that is supported primarily by the U.S. Army, creates the next generation of training technology. According to the article, the U.S. military is increasingly interested in immersive virtual reality, gaming technology, and computer-based simulations that can mimic situations in the real world. William R. Swartout, director of technology at ICT at the University of Southern California, states that one reason they are trying to push the edge of making the technology realistic is so people can take advantage of the full set of sensory inputs. The article discusses the project known as Flatworld. (AN 23249737)
SPOILS OF WARCRAFT. By: Levine, Robert, Fortune, 00158259, 3/19/2007, Vol. 155, Issue 5
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