<![CDATA[Kotaku: gaming goodness]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: gaming goodness]]> http://kotaku.com/tag/gaming goodness http://kotaku.com/tag/gaming goodness <![CDATA[ Another Tale Of Wii Therapy Goodness ]]> companionwii.jpgThe Wii continues to prove itself as a proficient tool for physical rehabilitation in a story out of St. Paul Minnesota involving a therapist at Gillette Children's Specialty Heathcare named Anna Forsberg, who has introduced Nintendo's console to her patients after receiving one as a wedding gift back in August. The freshly opened system was immediately put to use, aiding in the recovery of a 15 year-old girl who had recently awoken from a three-week long coma.
Unlike traditional video games that use a joy stick or finger controls, the Wii requires users to replicated the action of the sport they are playing. "You can't play tennis with your hand in your lap," Forsberg tells her patient. "You have to move your whole arm."

Far too easy.

With the patient's parents already seeing a marked improvement in their child with only the one session under her belt, it's yet another success story for Nintendo's plucky little console. Anyone else getting the feeling that the Wii will still be used in hospitals around the world long after we've moved on to whatever Nintendo has up its sleeve next? And will the mainstream press ever get over ending their Wii articles like this?

It's hard work, made easier, with a Wii bit of fun.
Oh Boyd Huppert, your wit tickles me so! *sigh*

Wii makes for fun therapy at children's hospital [KARE 11 TV]

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Kotaku-338485 Fri, 28 Dec 2007 09:20:08 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=338485&view=rss&microfeed=true
<![CDATA[ Learning With Pokemon ]]> For years Pokemon has been leaching away effectiveness from the learning process for school children around the country, so it's about time they gave something back. The National Institute of Aerospace and Nortel LearniT have teamed up with Nintendo to offer free, Pokemon-themed lesson plans to aid elementary and middle school teachers in capturing all of their students' attention. There are a wide variety of subjects available, from space travel to universal expansion, all featuring that distinctive Pokemon flavor.

"We're honored to have our characters take what sometimes may seem like dry topics and help make them come alive for students," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "The collaboration provides an opportunity for children to learn 21st century science using 21st century tools with characters they're familiar with."

I went ahead and downloaded the lesson plan that involved building a two-stage rocket, and while the PDF did indeed include a Pokemon-themed header and sidebar, I found no mention whatsoever of pocket monsters in the text. Perhaps you are meant to wave the printouts around to draw the children's eyes towards you. *shrugs*

This isn't the Pokemans first foray into learning, mind you. You can find interactive math, science, language arts and life skills lessons online at www.PokemonLearningLeague.com.

SCHOOL LESSON PLANS USE THEMES FROM LATEST POKEMON VIDEO GAMES TO TEACH SCIENCE

Free Lesson Plans Allow Students to 'Master the Science ... Master the Game'

REDMOND, Wash., Nov. 7, 2007 A new in-school program uses basic characters and themes from Nintendo's popular Pokemon Diamond and Pokemon Pearl video games for Nintendo DS to teach elementary and middle school students about science. Nintendo of America, Inc., The National Institute of Aerospace (NIA) and Nortel LearniT, have teamed up to make it fun for students to learn the sciences using imagery they already know and love.

Now through December, a variety of printable lesson plans and classroom activities developed by NIA are available to students and teachers at www.masterthescience.org. For instance, a lesson plan might teach elementary school students how to tell time using a sundial, or middle school students about how the universe is expanding. An activity component is also built in, where teacher and student questions can be submitted and answered by science experts.

"We are thrilled to offer educators a resource program that utilizes popular characters to enhance the learning experience for students in fields of study that will only grow more crucial as we move forward in the 21st century," says Robert Lindberg, NIA's President and Executive Director.

"We're honored to have our characters take what sometimes may seem like dry topics and help make them come alive for students," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "The collaboration provides an opportunity for children to learn 21st century science using 21st century tools with characters they're familiar with."

"We know through our Nortel LearniT initiatives that technology integration in the classroom makes learning both exciting and engaging," says Greg Farmer, VP, Nortel Government and Community Relations. "As an organization that believes technology can enable opportunity, we are proud to be associated with this project."

Pokemon is no stranger to in-school education. Teachers and students can also visit Pokemon Learning League (www.PokemonLearningLeague.com) to access its award-winning interactive online lessons in Math, Science, Language Arts and Life Skills.

For more information about the "Master the Science ... Master the Game" in-school program, visit the Web site at www.masterthescience.org.

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Kotaku-319823 Wed, 07 Nov 2007 08:20:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319823&view=rss&microfeed=true
<![CDATA[ Virtual Crack House Aids Drug Rehab ]]> crackhouse.jpgAs a gamer, I've been through many virtual-reality crack houses in my time, usually with guns blazing. Duke University professor Zach Rosenthal, however, has an entirely different way of dealing with crackheads in virtual reality - curing them.
"What we're trying to do is take people into a virtual crack-related neighborhood or crack-related setting and have them experience cravings, just like they would in the real world," Rosenthal said.
Therapists then wait for the cravings to subside and associate it with a trigger such as a specific sound, conditioning the addicts to associate said sound with the cessation of cravings. The idea is that when the addict encounters real-world sensations they can call a phone number to hear the tone, and the cravings go away.

It's all a form of classical conditioning, a phenomenon first explored by Ivan Petrovich Pavlov. Pavlov conditioned dogs to salivate when a sound occurred, commonly believed to be the ringing of a bell. By ringing the bell before feeding the animal it began to associate the bell with the anticipation of food.

The main difference here is the use of virtual reality to provide the stimulus, rather than actually putting crack cocaine on a table and hitting the addicts with rolled-up newspaper whenever they reach for it. "Bad crackhead!"

While the program has had some success, Rosenthal doesn't see his work as merely a way to help addicts recover their lives.

"This isn't about cocaine, and this isn't really about substance use," He said. "This is about creating new learning and extending that learning to the real world."


Virtual Reality Game Helps Drug Addicts Recover
[ABC News via GamePolitics]
Image courtesy of ABC News

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Kotaku-319413 Tue, 06 Nov 2007 09:20:31 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319413&view=rss&microfeed=true
<![CDATA[ Xbox 360 Folding Project Possible ]]> petermooreguns.jpg"My console has better graphics!" "My console has better games!" "My consoles has contributed more computing cycles towards helping understand and solve health problems than yours!"

Now that last one would be an interesting forum argument to see, and it could very well become a reality as Peter "Tattooed Love Boy" Moore suggest that Microsoft would strongly consider adding a research application similar to Folding@home to the Xbox 360. In a Q&A session with Mike Antonucci of The Mercury News, Moore tackled the subject.

Then if we truly believe that we can in some way marshall the resources of a much larger installed base of Xbox 360 owners, with a processor that's of equal power to the PS3, then you have my commitment that we'll look at that. And if we believe we can add value to solving a gnarly problem such as the medical problems and the health problems that Folding@home seems to be doing, then we'll certainly look at that very strongly.

He also mentions that Bill Gates himself is interested in lending "philanthropic processing power to big problems.''

This is exactly what I was talking about last November. If we could harness the power and ambition of gamers to achieve high scores and bragging rights and apply it to real world problems, we would be a truly awesome force. Now we're taking real steps. Go us!

Peter Moore interview, part three [The Mercury News via GamesIndustry.biz]

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Kotaku-258996 Wed, 09 May 2007 12:20:01 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=258996&view=rss&microfeed=true
<![CDATA[ Those Eagle-Eyed Action Gamers ]]> University of Rochester researches have determined that playing action-packed video games can have a positive effect on your eyesight. Professor of brain and cognitive sciences Daphne Bavelier and graduate student Shawn Green somehow managed to round up college students who didn't regularly play video games. First they administered an eye test, and then they administered an hour a day of Unreal Tournament, while a control group got stuck with Tetris instead. At the end of the month, the UT players showed a marked improvement when given the same vision test as before, while the Tetris players were all asleep.
"When people play action games, they're changing the brain's pathway responsible for visual processing," says Bavelier. "These games push the human visual system to the limits and the brain adapts to it. That learning carries over into other activities and possibly everyday life."

The research can now be assimilated by specialists who could theoretically use action game stimuli to help people with visual defects. Another check mark in the 'gaming is good for you' column.

Action Video Games Sharpen Vision 20 Percent [Science Daily - Thanks Michael!]

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Kotaku-234408 Tue, 06 Feb 2007 13:20:18 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=234408&view=rss&microfeed=true
<![CDATA[ Women's Health Suggests Couple's Gaming ]]>

If you're a guy and have a girlfriend who you're trying to get into gaming, I'd highly recommend picking up a copy of the January/February Women's Health magazine. Inside you'll find an article entitled "Grab the Joystick: Toy with your man in the virtual world", which you can leave sitting around somewhere (not the bathroom, that's our place) where she'll find it. The message couldn't be any clearer.

"Playing video games allows you to bond and learn how to problem-solve as a team," says Susan K. Perry, Ph.D., a Los Angeles-based social psychologist.

Women love psychologists, so this could just work. It might help if you are belligerent to her a week or so in advance, making the article seem like a solution to relationship problems. It helps if your girlfriend, like mine, doesn't read Kotaku.

The article goes on to list games perfect for bonding, including Guitar Hero II, Lego Star Wars II, Splinter Cell, and Midnight Club 3. The describe MC3 as "foreplay on wheels", which explains why I get bored quickly and just keep trying to crash into things.

grab the joystick [Women's Health Magazine]

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Kotaku-227730 Wed, 10 Jan 2007 14:40:08 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=227730&view=rss&microfeed=true
<![CDATA[ Child's Play Raises Over $1 Million ]]>

Penny Arcade's Child's Play Charity drive exploded this year, surpassing all expectations completely. Gamers and game companies opened up their hearts and their wallets to collect over a million dollars in toys and monetary donations to children's hospitals around the world. From the update posted today on the Child's Play website:

You guys did it. You broke a million dollars in just over two months. Child's Play started as a way to show how good our community can be, but it's turned into something greater than we could have ever imagined. We're making an impact on lives. See you next year.

Donations rose 40% this year, up for $605,000, with web comics, gaming sites, and even Sony sponsoring contests, donating profits, or simply raising awareness of the premier gaming charity organization.

Special thanks to all the Kotaku readers who did their part this year, and to those who didn't...we're watching you.

Child's Play Tops $1 Million [Slashdot]

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Kotaku-226498 Fri, 05 Jan 2007 15:42:13 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=226498&view=rss&microfeed=true
<![CDATA[ Zipland Game Helps Kids Cope with Divorce ]]> Zipland Interactive has released an interactive adventure game for the PC that helps children cope with the psychological issues that arise from having their parents divorce. It's a noble effort, and I am sure it will be quite effective under the right conditions. Unfortunately a posting on a gaming blog known for its humorous commentators isn't the right condition. Be gentle.

The game is developed by psychologists with a great deal of experience dealing with children's issues, and they hope to release more games based off of other common childhood problems.

My parents divorced when I was 7 or 8, and all I can remember is getting toys every other weekend. If only I had had a video game moose to guide me. *sniffles*

What is Earthquake in Zipland? [Zipland.com]

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Kotaku-224594 Wed, 27 Dec 2006 13:40:13 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=224594&view=rss&microfeed=true
<![CDATA[ High School Kids Make Meaningful Games ]]>

Students at South Shore High School in New York have been passing up normal after school activities for video games...though not to play them. For the past year they've been meeting after school in order to develop meaningful video games with messages attached. It's all part of a program that melds game development with social awareness, and with the help of Global Kids and local developer Gamelab their first game has just been released online. Called "Ayiti: The Cost of Life," it puts the player in control of a family of five poor Haitians in what can best be described as a family management sim.

As you can imagine, the game is dreadfully depressing. You deal with bad weather, low income, hunger, etc. as you desperately try to keep the family alive. It's not fun, but I suppose that was the point. It shows a level of social awareness you certainly wouldn't expect in a group of American high school students. I think the program a brilliant way to mix gaming and learning with extremely positive results. Now if you'll excuse me, I have to go borrow a Zoloft.

Update: I originally mistook this for a school in North Carolina, when it is indeed in New York. I say thee whoops.

Ayiti: The Cost of Life
Creating games, learning lessons [News 14 Carolina]

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Kotaku-217739 Tue, 28 Nov 2006 14:40:19 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=217739&view=rss&microfeed=true