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Games for Health is a project produced by The Serious Games Initiative, a Woodrow Wilson International Center for Scholars effort that applies cutting edge games and game technologies to a range of public and private policy, leadership, and management issues. The Initiative founded Games for Health to develop a community and best practices platform for the numerous games being built for health care applications. To date the project has brought together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health care and policy. In addition to the Games for Health conference, the Initiative is working to catalog use of games in health care, to assist current development, collect best practices, share research results, and explore ideas that might improve health care administration and policy. Friends Education Arcade DiGRA IC2 ETC @ CMU MediaX Moves Insitute Watercooler Games NASAGA Ludology.org |
August 25, 2005When I Get That Feeling I Need Virtual Healing, Virtual Healing Baby
August 16, 2005Nintendo is Good for the SoulNintendo, hot on the success of "Brain Training for Adults", and other more adult oriented games like"Trauma Center: Under the Knife" and "Phoenix Wright: Ace Attorney". Nintendo knows when they have a good trend on their hands. The following quote, I found at "mbf tod@y," is part of a press release from NintendoIs there any science behind the gameplay? Relationship psychologist Susan Quilliam has reviewed the implications of the virtual puppy and found that it can not only help develop our attention spans and motor skills, but also improves our ability to solve problems and think creatively The "nintendogs" concept is easily grasped - you're responsible for a pet, and must offer regular food, exercise and entertainment if you want to keep it happy (however, the good news is that the pet never dies). Susan Quilliam found that the game teaches us how to bond and provides us with a sense of nurture and responsibility. But it can also have emotional effects, helping to raise self-esteem and develop strategic thinking. This is supported by research to coincide with the report, which reveals that nearly half of parents believe that owning a pet can teach the owner about a variety of emotions. The survey asked dog lovers what they think are the positive benefits of a virtual pet. Forty three (43) per cent said lower vet bills (!), 39 per cent said it was because they wouldn't have to go for a daily walk and 35 per cent thought it would be tidier. Is it finally time to replace your household pet with a virtual one? check it out here: Virtual Pets are Good for You August 03, 2005Games for the BrainI ran across a new website on my travels about the internet posted on Kotaku. There isn't really that much to say about it but the new, at least to me, site GamesfortheBrain.com has a list of rather interesting games that are designed to tax your brain, it seems like a website with the same premise as the Brain Training for Adults available in Japan on the Nintendo DS. Even with the brain improving context it is probably still best to avoid these games at work.August 01, 2005Drug-abuse Game Kills GamersThe Houston Chronicle has an article about a drug abuse game that usually ends with the players dying. Unlike most drug based games where the player earns money from drugs or uses them with no ill affect Downward Spiral usually ends with the player dying. Designed at Texas Christian University, the game is used to council adicts to get off drugs before it is too late. Read more here: HoustonChronicle.com |
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When I Get That Feeling I Need Virtual Healing, Virtual Healing Baby
Nintendo is Good for the Soul Games for the Brain Drug-abuse Game Kills Gamers Computer Game Teaches Food Facts Facing off against autism Can a computer game help autistic children recognize faces and expressions Video Game Surgeon Game for a Little Therapy? Computer Game Boosts Self-Esteem
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