Institute of Playstudies

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Superstruct

Have a look at Jane McGonigal’s project Superstruct. Check out this video:

Impressive ARG-concept starting with a scenario where “The Global Extinction Awareness System (GEAS) has reset the survival horizon for Homo sapiens-the human race-from indefinite to 25 years.”

Great website tagline: “Welcome to Superstruct the world’s first massively multiplayer forecasting game. Watch the videos. Play the game. Invent the future”

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Emotion-aware teaching software

According to an article in the NewScientistTech a new tutoring software is being tested by researchers in China and the UK. The software knows when students’ are losing interest in a lesson and can adjust to keep them on track.The system keeps track of students’ attention by measuring physical signs of emotion. It then varies the speed and content of a lesson based on an assessment of their level of interest. Ultimately, it could improve electronic tutoring programmes, say the researchers involved, thus helping developing countries deliver education to remote areas that lack educational institutions.

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Why do they play?

Researchers find that video games can meaningfully satisfy some basic needs in players.“We find that people who are really drawn to video games stay there because it satisfies some very basic psychological needs. Certain games provide opportunities to feel a sense of achievement, freedom and even connection with other players” says Dr. Richard Ryan, one of the investigators.
Both in the media and in casual conversations, video games are frequently associated with ideas of violence, addiction, and unproductive “zoning out.” New research from Immersyve, Inc, in collaboration with the University of Rochester, suggests that there may be more to the strong attraction of games than that. Four studies, published this month in the academic journal Motivation and Emotion, show that players are most attracted to games that give them positive experiences that are akin to “real world” challenges, rather than merely a shallow sense of fun. In fact, the research showed that a video game, insofar as it allows one to experience need fulfillment, can even promote short-term well being in some players. Ryan adds, however, that “not all video games are created equal” in this ability to satisfy more basic psychological needs.
Dr. Scott Rigby, President of Immersyve and co-investigator sees potential value for the model across many areas in the world of gaming. “There is still more work to do, but our data suggests that when games meet the underlying needs in our model, they not only predict better psychological outcomes for players, but better commercial success for games.”
“So what’s good for players,” Rigby added, “may well be good for the industry too.”

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