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One elderly gamer, Barrie Edgar, said: "It's a very pleasant distraction and it's great fun to have electronic gadgets in the home.
"I didn't know how my daughter's Nintendo games worked before, but we've all really enjoyed playing it and the games are good for you as well."
Jayne Naylor, Sunrise Director, said she cant tear the pensioners away from the Wii, and will be organising leagues so the fun-loving residents can make their games more competitive.
"It helps their coordination, memory and keeps them fit and active."
Virtual reality offers returning soldiers 'psychotherapy by computer' to treat PTSD. For those soldiers worried about the stigma associated with seeing a therapist, virtual reality applications for the treatment of post-traumatic stress disorder (PTSD) may be the alternative to the traditional "talk therapy."
David Williamson Shaffer, assistant professor in the Department of Educational Psychology at University of Wisconsin, Madison, argued that video games have the potential to serve as tremendous educational tools. According to Shaffer, the question is, "How can we use the power of video games as a constructive force in schools, homes, and workplaces?"
Video games, he noted, can help kids work with planning and problem-solving. Games that require players to search, negotiate, plan various approaches in order to advance to a new level, and implement strategies can help improve children's brain development. The process of understanding game rules and learning by doing provides children with essential decision-making skills.
Neuroscientific studies show reduced cognitive brain functions in individuals exposed to violent media. The greater the experience with violent media, the lower was the activation of brain areas for thinking, learning, reasoning and emotional control. Talk about dumbing down the kids!
In my view, violent media should be considered a health risk as great as tobacco use
The first study suggested that people who frequently played video games were more likely to report lucid dreams, observer dreams where they viewed themselves from outside their bodies, and dream control that allowed people to actively influence or change their dream worlds – qualities suggestive of watching or controlling the action of a video-game character.
all the Myths are just that, Myths of the ills of video games.
intrptr
reply to post by benrl
all the Myths are just that, Myths of the ills of video games.
"Taken in moderation…" I like the sound of that. Its what addicts say about their drug use. Or smokers, or alcoholics.
Like in Vegas, "gaming" is fun, its healthy and educational…
Good for those that do not become addicted. It is the primary purpose behind the games though. Always has been.
What level are you stuck on?
THELONIO
reply to post by Thecakeisalie
My son is very addicted, for some it may be o.k., but it really depends on the individual, My son has trouble with over focusing on what he is into at the time and video games have not helped this, he turns down real life for virtual games, he has an i.q. of 140+,but the games are to focused for him, so sorry icannot and do not agree with such a generalised sweeping load of doodoo like that, everybody is an individual and cannot be applied to "research" like this, they desensitise violence and the american army understand this video game culture and use to train, so i am led to believe
AS to what level Im "stuck on" Well, Current'y playing Titan fall and Infamous SS, Ive worked for microsoft Xbox, and currently working for Dells Alien ware division.
VoidHawk
WHY????? are so many of them war based?
Other than that I agree with OP.
Cant wait for Oculus Rift to get up and running!
intrptr
reply to post by benrl
AS to what level Im "stuck on" Well, Current'y playing Titan fall and Infamous SS, Ive worked for microsoft Xbox, and currently working for Dells Alien ware division.
So you do see from the inside. Now tell me, these games aren't designed to attract people are they. To play and play and play? The more people play the more popular the more "catching"? Thanks, I seen enough of that. My generation invented the video game.
Sorry about that world.
On Sept 13, 2005, an estimated 4 million players of the popular online role-playing game World of Warcraft - Blizzard Entertainment, Irvine, CA, USA (currently 10 million players – this would be the largest peer-to-peer network in the world) encountered an unexpected challenge in the game, introduced in a software update released that day: a full-blown epidemic.
Players exploring a newly accessible area within the game encountered an extremely virulent, highly contagious disease. Soon, the disease had spread to the densely populated capital cities of the fantasy world, causing high rates of mortality and, much more importantly, the social chaos that comes from a large-scale outbreak of deadly disease.
These unforeseen effects raised the possibility for valuable scientific content to be gained from this unintentional game error.
Patch 1.7, released on Sept 13, 2005, contained access to an area known as “Zul’Gurub”. Which was intended for use by players whose characters had achieved a sufficient level within the game to be considered “relatively powerful”. The centrepiece of this area was a combative encounter with a powerful creature called “Hakkar”.
Occasionally, one of the players facing this massive winged serpent would be purposefully infected by a disease called “Corrupted Blood”. This infection, as intended, then rapidly began infecting other nearby players. To the powerful players who were battling Hakkar, the infection was just a hindrance, designed to make this particular combat more challenging. However, several aspects of the disease caused this minor inconvenience to blossom into an uncontrolled game wide epidemic. The ability of many characters to transport themselves instantly from one location to another was the first factor in the game that unexpectedly set the stage for the plague. This type of travel is frequently used to return to the capital cities of the game from more remote regions for reasons of game play. Many victims of Corrupted Blood thus reached heavily populated areas before either being killed by or cured of the disease, mimicking the travel of contagious carriers over long distances that has been the hallmark of many disease outbreaks in history — the Mongol horde and the bubonic plague, or the cholera outbreaks of Europe during the mid-19th century. The highly contagious disease then spread to other players outside the intended, localized combat area near Hakkar. The second factor that sustained the epidemic was that the disease could escape its origin in Zul’Gurub via interspecies transmission from player characters to animals and then back. Many players in the game have “pets”, non-player animal characters that assist them in the completion of certain functions within the game. The penalty assigned by the game for allowing a pet to die was prohibitively high, therefore players commonly dismissed their pets rather than subjecting them to dangerous effects such as disease. Dismissal temporarily removes the pet from the game, keeping them in stasis until they can be healed or otherwise safeguarded after the dangers of combat have gone. These pets, therefore, acted as carriers of the disease and also served as a source of disease by causing new outbreaks when brought out of stasis—even if their owner had recovered and was no longer infectious. Based on player accounts, pets, as opposed to the infective characters themselves, seem to have been the dominant factors for the disease. Players would return to densely packed capital cities and retrieve pets that, being infectious, immediately triggered an outbreak. The density of susceptible characters within a specific radius was, therefore, the only apparent limit to transmission.
“Simulation games have proven excellent tools for training people in manual skills; for example, X-Plane, a flight simulator that runs on home computers, has been certified by the Federal Aviation Administration.
Virtual environments are safe platforms for trial and error. The chance of failure is high, but the cost is low and the lessons learned are immediate.”i
“Some 60 schools and universities have set up shop inside Second Life some 90 Harvard law and extension school students taking the course, called "CyberOne: Law in the Court of Public Opinion," can receive real college credit. But anyone on Earth with a computer connection can also take the course for free. Students are participating from as far away as South Korea and China.
Other classes using SL include undergraduate English composition courses at Ball State and Central Missouri State universities, an education course at Pepperdine University, and a medical course on hypertension at the University of Tennessee.”ii
b.) “Using World of Warcraft and Other MMORPGs to Foster a Targeted, Social, and Cooperative Approach Toward Language Learning.”iii
“Simulation models are of increasing importance within the field of applied epidemiology. However, very little can be done to validate such models or to tailor their use to incorporate important human behaviors. In a recent (Sept. 2005) incident in the virtual world of online gaming (WOW), the accidental inclusion of a disease-like phenomenon provided an excellent example of the potential of such systems to alleviate these modeling constraints.”
Thisbseth
reply to post by VoidHawk
I once heard that war video games are being used by our government. They just monitor the data and make war like scenarios for us to go through or something like that I dont think its that likely its true but who knows these days
Gaming can help you sleep
benrl
Because violence appeals to humanity on a deep primal level, it is not there BECAUSE of the video game, the video game is there because of it.
VoidHawk
Thisbseth
reply to post by VoidHawk
I once heard that war video games are being used by our government. They just monitor the data and make war like scenarios for us to go through or something like that I dont think its that likely its true but who knows these days
I've heard the same, and personaly I suspect it may be true. Its teaching the up coming generation that going to war makes them a hero.
VoidHawk
benrl
Because violence appeals to humanity on a deep primal level, it is not there BECAUSE of the video game, the video game is there because of it.
Hmmm, I suspect these games feed - and therefore - encourage that.
So what might happen if we didn't create war games? Might we learn to be less violent?
No more than a good book "grabs" you.
I think what you miss, is its all manipulation to get you.
Ones just the newer one, so people jump on it, over the previously accepted opiate of the masses.