Science & Research

Gaming and the academic job market

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How many lucky souls get the chance to do what they love for a living?

I love to teach. I love to write. And now I know for certain that I love to teach and write about video games. Teaching a Writing about Popular Culture course this past semester gave me my first taste of what it would be like to engage students on a topic that is truly meaningful to me, not just as a hobby, but as an intellectual interest and lifelong pursuit.

GameCritics.com Podcast Episode 26: Game Studies, Ludology 101 with Matthew Wiese from Singapore-MIT GAMBIT Game Lab

Bonjour class! Welcome to Ludology 101. Matthew Wiese of the Singapore-MIT GAMBIT Game Lab talks about his work and his experience on the academic side of games. Is ludology as sleep-inducing as it sounds? No sir, and in fact criticism and academia may have more in common than you think. With Chi Kong Lui, Brad Gallaway, Mike Bracken, and Tim Spaeth. Happy Thanksgiving to all our listeners!

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Who needs video?: "Non-visual" mobile phone games for blind and sighted players

Who needs video? Non-visual mobile phone games for blind and sighted players

Computer scientists at the Pontíficia Universidade Católica in Rio de Janeiro are working on non-visual games for mobile phones that they hope will be fun for players who are blind, have low vision or are sighted. In a paper in the Journal of the Brazilian Computer Society, Luis Valente, Clarisse Sieckenius de Souza and Bruno Feijó describe their protype adventure game Audio Flashlight. They also discuss some things they learned during field testing about making games accessible to players with visual impairments.

Study: Certain video games may help improve decision-making skills of people with intellectual disabilities

Study: Certain video games may help improve decision-making skills of people with intellectual disabilities

Researchers from Trent University and the Division of Rehabilitation and Ageing at Nottingham University have found that some kinds of video games may help people with intellectual disabilities improve their ability to make decisions.

Quickie: Study examines benefites of DDR for people with disabilities

Dance Dance Revolution

West Virginia was the first school system in the United States to incorporate a video game (Konami's Dance Dance Revolution) into its physical education curriculum. Now, West Virginia University, ResCare Home Care and the Special Olympics are conducting a study to see if the series has benefits for people with disabilities. According to the very small blurb I was able to find, "Participants will play the game three days a week, for eight weeks. If it is successful, the Special Olympics may consider making 'DDR' a competitive event during its annual games."

Videogame "addicts" not addicted to games

Ok, that title is a bit off. What it should say is that most videogame addicts aren't actually addicted to games.

That was the finding of Keith Bakker, founder and head of The Smith & Jones Centre in Amsterdam. This clinic, opened in 2006, was the first and only clinic of its kind to treat gaming addicts.

Many will remember when this clinic was first opened. It was reported that there was a flood of inquiries from concerned parents and young adults just coming to grips with the then exploding genre of games: massively multiplayer online role-playing games.

World of Warcraft: Wrath of the Lich King

Using traditional abstinence-based treatment models the clinic has had very high success rates treating people who also show other addictive behaviours such as drug taking and excessive drinking.

But Mr Bakker believes that this kind of cross-addiction affects only 10% of gamers. For the other 90% who may spend four hours a day or more playing games such as World of Warcraft, he no longer thinks addiction counselling is the way to treat these people.

"These kids come in showing some kind of symptoms that are similar to other addictions and chemical dependencies," he says.

"But the more we work with these kids the less I believe we can call this addiction. What many of these kids need is their parents and their school teachers - this is a social problem."

Computerized toy helps autistic children learn language

Helma van Rijn, a graduate student at the Delft University of Technology, developed a computerized toy to help young autistic children learn language. The project is called LINKX. A person can say a word (e.g. "fishbowl") into a kind of pictogram called a "speech-o-gram"; they then attach the speech-o-gram to the object it names. Kids can link special blocks to the speech-o-grams, which light up with colors and play sounds. Here's a video of LINKX in action:

(Note: While the video's spoken language is Dutch, English subtitles explain the action taking place).

Video game as screening, therapeutic tool for people with fragile X syndrome

Fragile X syndrome is the most common inherited cause of mental retardation that we know of. (Down Syndrome is more common, but only 3-4% of cases are inherited). Nevertheless, fragile X can take a long time to diagnose properly, because many doctors aren't familiar with its features. According to an article in last month's newsletter of UC Davis's Center for Information Technology Research in the Interest of Society (CITRIS), Dr. Randi Hagerman of the M.I.N.D. Institute is teaming up with media artists Greg Niemeyer and Kimiko Ryokai to create a video game that will not only help screen young children for some of the weaknesses associated with fragile X syndrome like visual-motor and visual-spatial skills, but could help kids improve those skills as well.

Eye-gaze software for people with disabilities demonstrated using World of Warcraft, Second Life

PhD candidate Stephen Vickers and his team at De Montfort University in Leicester, UK are designing software for people with disabilities who use eye-gaze control to be better able to play video games. Here are videos of Stephen demonstrating the software, called Snap Clutch, in World of Warcraft and Second Life.

In a paper Vickers co-authored for the 4th Cambridge Workshop on Universal Access and Assistive Technology ("Gaze Interaction with Virtual On-Line Communities: Levelling the Playing Field for Disabled Users"—available in his list of publications), eye gaze was compared to mouse control in the game Second Life. While eye-gaze performed comparably in moving the avatar from place to place and in manipulating objects, it didn't do well for using applications within the game (thanks to the applications' tiny buttons) or communicating in-game via an on-screen keyboard.

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