Forbes: The Game May Help People To Solve Social Problems

Beijing time on May 5 news, Forbes Network Science published an article called, video games or to help people solve social, environmental and Education Areas. The following is the full text article:

Care in the vegetable game FarmVille on vegetables, on the Russian box to line up, play multiplayer online games World of Warcraft The world (World ofWarcraft), video game is addictive for people to provide the entertainment. However, whether these potential mechanisms to make video games games to help solve the education, social and environmental issues? Over the past 10 years, set off to “serious games” movement has made the game beyond the entertainment category, the current game developers, gaming companies and even the White House have confirmed the role of video games.

2002 in Washington DC Woodrow Wilson International Center for Scholars (Woodrow Wilson Center forInternational Scholars) “Serious Game Plan” (Serious GamesInitiative) one of the initiators, the game developers this? Sawyer (BenSawyer) said: “I am with who grew up in the game, the game has witnessed a strong and potential, and that its potential is only for entertainment would be a disaster. Compared with other media, games, description of the problem from various angles, ability to dig deep problems. ”

If a game production was very successful, even if the child can comprehend complex social issues and environmental issues. “MiniMonos” is a child-oriented Environmental protection Version of “World of Warcraft.” The game was developed by New Zealand in 2007, describes a web-based children in the world: children from around the world to play in the game lively and lovely monkeys, do not upgrade by fighting monsters or enemies, but rather by cleaning or recycling waste lagoon upgrading of environmental activities with the aim of sustainable development to educate players, the value of generosity and collective ideas, completely abandoned the dull preaching.

MiniMonos game company founder and CEO Melissa? Clark – Reynolds (MelissaClark-Reynolds) said: “I have seen environmental games, the majority of players are required to read the material live, just play for a while game, to conduct a test, so very tired. ”

Clark – Reynolds said that the current “MiniMonos” gaming site has over 12,000 registered users, we lost the game through Twitter and blog links, some players also started in the real world environmental projects, such as “Friday seized Waste “project.

Released in April this year, version of “ArmchairRevolutionary” target audience for the old users, by the Yi Lier? Hout (ArielHauter) for the development. “ArmchairRevolutionary” is described as to meet the activism of FarmVille game because the game combines social gaming and Internet activism element, the game players can contribute 99 cents to support the project was funded projects ranging from health care to the sustainability of projects, etc. area. According to the game prompts the player can complete the task of social activism, such as the real-life influential executives sent Electronic E-mail, by accepting the test work to improve understanding of the activism.

A serious game of another attraction lies the task boring or very difficult for the fun, very addictive game. For example, a British casual games site Mangahigh by “PyramidPanic” game to mathematics education in the repeated memory or exercise more entertaining. Mangahigh website founders Toby? Roland (TobyRowland) and Marcus? Du? Seautois (Marcus du Sautoy), Dr.

Roland said: “We give students a worksheet environment, repeat the exercise techniques are very tedious, but if we repeat the exercise to move to the network game, the fun will be increased substantially; joined the race in the game more exciting.” He said Mangahigh site would be a complement of teachers, students and the teachers training in problem-solving skills from the liberation. School services to meet the U.S. version of the site just launched this year in January, has reached 30 million monthly users.

Addition to “serious game plan”, the “change the game” (Games forChange) and “Health Games” (Games forHealth) and other large organizations have begun to vigorously promote the video game different slogans. Large companies also heightened interest in video games: Microsoft invested 1.5 million U.S. dollars in 2008 and New York University and other universities set up the game a learning organization (Gamesfor LearningInstitute), the agency was studying the game to encourage secondary school students learn math and science approach.

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