Computer games aren’t just for fun anymore — they’re also valuable research tools. Scientists are taking complex problems — like trying to figure out how proteins fold and how neural networks work — and turning them into engaging games. And they need your help.
Tagged with “games” (23)
"This afternoon, I interviewed Tom Armitage. He’s a software designer who recently came to our attention because of a talk he gave recently, called "If Gamers Ran the World." In it, he puts forth the idea that in another 10 years, leaders who are the same age as Barack Obama or British Conservative Party leader David Cameron are now, will be children of the 1970s, and as such, more than likely the first leaders who grew up with video games as a core part of their way of interact with the world around them. What would that mean for how they would behave as leaders? A shorter version of this interview airs on the Jan 7th and 10th episode of Spark" — http://www.cbc.ca/spark/blog/2009/01/full_interview_tom_armitage.html
Toys are not idle knick-knacks: they allow us to explore otherwise impossible terrain; fire the imagination; provide sparks for structured play. They do not just entertain and delight; they stimulate and inspire. And always, they remind us of the value - and values - to be found in abstract play.
An estimated one out of every three Japanese are signed up to play games on their cell phones, helping to grow a mobile gaming juggernaut that’s currently dominated by a few Japanese startups. Now, those same startups are eyeing a new playing field â the U.S.
Aleks Krotoski examines how computer gaming is affecting our culture – by creating genuine works of art, by altering our notions of storytelling, and by simple virtue of being the cultural medium many people spend most time attached to.
Computer or videogames have been around for 40 years, but the wider cultural implications have tended to be glossed over in favour of discussion of the size of the gaming economy and concerns about games’ social impact.
Yet in recent years the artfulness of games has grown so much that the Smithsonian in Washington DC is now hosting a major exhibition of gaming art.
New technology and the spread of games to phones, tablets and PCs are creating millions of new users.
The immersive possibilities of this uniquely-interactive medium are just being explored.
Shift Run Stop is a free comedy podcast full to the brim with games, geeks and special guests.
Share our pleasure chatting about magic, coincidences and games with the fascinating Dave Gorman, then feel our pain as a tarry soft drink promotes the question: "What IS ‘malt’ anyway?"
Yes, it’s like a trip back in time to the early days of the show, as once again we find ourselves hijacking someone else’s office without asking, scouring the local shop for Drinks Most Likely to Withstand Nuclear Strike, and talking to someone in a room with terrible acoustics, in this all-new yet reassuringly familiar edition of Shift Run Stop.
More women are playing online video games than ever before, but life can be tough for them in this male-dominated world. For Assignment, James Fletcher reports. Strong language throughout.
The Atlantic Meets The Pacific: Exploring the Future of Gaming and Alternate Realities with Will Wright
Will Wright, creator of the Sims and the Spore, talks about the future of video games and digital learning in this conversation with Alexis Madrigal of The Atlantic. This program is part of The Atlantic Meets The Pacific, sponsored by the Atlantic and UC San Diego. Series: "The Atlantic Meets The Pacific".
Every week, people across the globe spend 3 billion hours playing video games, but that isn’t enough for Jane McGonigal. She says video games can help solve some of the world’s biggest problems — and we really should be playing more.
Can problems like poverty and climate change by fixed through games? Visionary game designer Jane McGonigal thinks they can. With more than 174 million gamers in the United States, McGonigal explores how we can save the world through the power of gaming. McGonigal is helping pioneer the fasting-growing genre of games that turns gameplay to achieve socially positive outcomes.
This program was recorded in collaboration with the Commonwealth Club of California, on January 24, 2011.
Jane McGonigal is the director of games research and development at the Institute for the Future in Palo Alto, California. She has created and deployed games and missions in more than 30 countries on six continents. She specializes in games that help gamers enjoy their real lives more — and games that challenge players to tackle real-world problems, through planetary-scale collaboration.
McGonigal is the author of the newly released book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World.
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