TED TALK: Tom Chatfield chats about the benefits of gaming

I'VE always believed that games can be highly beneficial in many ways. I remember always trying to justify why I played games so much to my folks at a tender, young age. Apart from improving basic hand-eye co-ordination, I argued that I was learning a great deal about history.

Sid Meier’s Civilization was my main ammunition for this argument, but even World War games with real historic footage and snippets of factual information made learning an incredibly engaging and fun process. There is even the chance that gaming could make you a braver person in the real world.

Tom Chatfield gave a TED Talk this year about the benefits that games can have on the way the brain learns new information and responds to stimuli in both the virtual and real worlds. He suggests how universities and business can learn from gaming by applying some simple techniques.

The video takes a few minutes to get into the juicy bits, but it really is interesting stuff and well worth a watch. Enjoy!

Tom Chatfield: 7 ways games reward the brain

About this talk
We're bringing gameplay into more aspects of our lives, spending countless hours -- and real money -- exploring virtual worlds for imaginary treasures. Why? As Tom Chatfield shows, games are perfectly tuned to dole out rewards that engage the brain and keep us questing for more.

About Tom Chatfield
Tom Chatfield thinks about games -- what we want from them, what we get from them, and how we might use our hard-wired desire for a gamer's reward to change the way we learn.

About TED
TED is a small nonprofit devoted to "Ideas Worth Spreading". It started out in 1984 as a conference bringing together people from three worlds of Technology, Entertainment and Design.

That's www.ted.com

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FUTURE MMOS: When gaming, the web and reality cross over

GAMING has become one of the fastest growing industries in the world today. With millions of people currently playing single online titles such as World of Warcraft, while still managing to show a steady growth curve, the sky is not even measurable as the limit anymore.

online gamingEven if you’re not an online gamer, nor are you familiar with massive multiplayer online role playing games (MMORPGs), it is still interesting to know what the future of online gaming may hold and the impact that it will have on the entertainment industry as a whole. We may even see the first attempts at a crossing over of gaming, the web and reality.

The unique aspect of MMORPGs, such as WoW is that they are constantly changing. With continual updates and expansions being developed, as well as the social bonds that are formed between players online, MMORPGs are perpetual by nature. Player activity actively changes these massive gaming worlds, keeping them fresh and ever-evolving.

For gamers, MMORPGs are exciting virtual worlds into which we escape to have countless interesting adventures. For the rest of the world, a MMORPG is a form of entertainment - comparable to books or movies, just more interactive. Games are also able to story-tell like no other genre and newer technology­ is making gaming more visually appealing than ever before.

MONEY, MONEY, MONEY!

To put gaming investment into perspective, to develop a MMORPG the same scale as WoW costs anywhere between $60 million and $100 m. With that sort of money you could theoretically buy a new game every 10 minutes for the next 20 years.

dollarDeveloping MMOs is therefore a life or death risk, but with the decade-long success of WoW (which has certainly set the benchmark — reaping in over $1 billion every year) we can certainly expect to see more MMOs being developed in the foreseeable future.

The only scary part is that online games such as WoW are designed to be played at the exclusion of everything else and thrive on how much of the player’s time they can consume. There was even that case in 2009 where a young Chinese girl died of exhaustion after playing WoW for several days straight. However, MMOs are not something to be feared, and it is interesting to follow their evolution and study their compelling nature.

FUTURE ONLINE GAMING

With WoW having monopolised the online gaming market, it may take some time before we see a new and innovative release come to our screens. However, the fact that WoW only covers a single genre, there is a lot of room for the MMO model to evolve and grow in the future. Not everyone is into orcs and elves and medieval folklore. In the near future we may see interactive home décor­ simulations, fishing games, multiplayer­ motoring games or educational puzzle titles — all playable with others in a 3D online environment.

We’re likely to see a lot more user-generated content driving the development of future gaming too. Player-driven content is the lifeblood of MMOs and the fact that players can change the course of a game’s story will result in unique experiences for every player.

We may also see development of social­ games and web-based games in the future. These have the potential to grow and compel gamers and prove to be profitable at the same time. Sponsorship could come in the form of website links and web adverts. Farmville, for example, could have you visit www.jerrysfarmsupplies.com to get your new watering-can game card allowing you to progress further in your virtual farming endeavours.

Darth coffeeWe may also see a blending in of reality-based gaming in the near future. Having you visit the nearest MacDonalds or coffee shop in your area could form part of a quest for example.

Such ventures could provide the exorbitant funding that is required to develop online gaming further. This means guaranteed customers for selected stores, exercise and sunlight for gamers­ and the neccessary funds to develop multiplayer gaming further; win-win-win. It may be aggressive advertising at its best, but at least it will get gamers­ off their chairs and into the daylight.

The future of online gaming will certainly be something exciting to behold, no doubt. I leave you with one of my favourite gaming quotes:

“When we look at the future of MMORPGs, we think virtual reality. We dream about being able to lead another life where you are the boss and control everything. In real life, you are influenced by everyone else. In virtual reality, you get to choose your paths and if you think something is wrong, you change it.” — www.astahost.com

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WoW: A beginner's guide to what World of Warcraft is all about

THERE are currently over 12 million people that play World of Warcraft (more commonly known as WoW by its fans). That’s the size of a small country. Wow. A community of that magnitude is worthy of recognition in my books. I have always been hesitant about entering this online realm – concerned that I would have to sign away a portion of my life if I did.WoW logo

However, I have always been curious to know what the appeal is and how the game ropes in so many players – many of which spend the majority of their waking hours living in this virtual world. I scoured all the websites, forums and wikis dedicated to the game and thought I’d share what I found regarding this thriving fantasy world.

What is World of Warcraft
WoW is known as a Massively Multiplayer Online Role Playing Game (MMORPG) in which thousands of players can interact within the same virtual world. Players assume the roles of Warcraft heroes as they explore, adventure, undertake game quests and interact with one another in the Warcraft universe known as Azeroth.

WoW has a massive visual appeal and since its release in 2004, has received rave reviews and won numerous awards all over the world. These include Best PC Game, Best Multiplayer Game, Best RPG and Most Addictive Game. It was also honoured at the 59th Annual Technology & Engineering Emmy Awards for advancing the art form of MMORPG games. Critics have described the WoW environment as a careful blend of cartoon, fantasy art, and realism.

Who lives in WoW
What distinguishes WoW from other virtual online worlds such as Second Life, is that it is pure fantasy. It has more of a Lord of the Rings vibe rather than being a replica of real human living.

Players can choose between ten races, such as dwarves, orcs, humans and elves each of which have unique racial traits. There is something of a racial divide among the races as they are separated into two warring factions: the Alliance and the Horde. A description from the WoW website reads:

“Characters can only talk, group, and create guilds with players from their own faction. Certain zones and cities in the world are also friendly to one faction while hostile to the other. Additionally, certain quests can only be completed by members of one faction and not the other” – www.worldofwarcraft.com

It’s almost like a virtual apartheid.

Making a living in WoW
Players can take on primary and secondary professions in WoW when not adventuring and completing quests. These professions fall into three categories, namely gathering, production, and service. Players can contribute to the World’s thriving economy, or just keep themselves occupied with jobs that range from jewel-crafting and tailoring to cooking and alchemy.

Public transport
The WoW universe is vast – literally continental in size. The game features an advanced flying transportation network and players can make use of public transport to get around. NPCs can buy tickets to ride flying mounts such as mythical Gryphons and Dragon hawks. The flight paths are specifically designed to delight passengers with entertaining sights and glimpses of new regions and unexplored territory.

Heroes of World of Warcraft

Players can choose between ten races belonging to the Alliance or the Horde

WoW economy
There is even a virtual banking system that exists in WoW. Players are able to deposit items into banks and each character has access to personal bank storage with the option to purchase additional storage space using in-game gold.

Auction houses are available for players to buy and sell items to others in a similar way to online auction websites such as eBay. There is even a postal system whereby mailboxes can be used to collect items won at auctions or used to send messages, items and even in-game money to other players.

Advertising in WoW
As with other MMORPGs, companies have emerged offering to sell virtual gold and associated services. However, due to spam advertising abuse, several companies have since been banned from using any WoW chat or communication to advertise any business or sell any services relating to WoW. The game has also been known to advertise unrelated products, such as Toyota trucks.

Corrupted blood plague incident
As part of a cruel social experiment, a ‘deadly’ disease known as the “corrupted blood plague” was unleashed into WoW in 2005, which quickly spread between interacting players. The plague so closely resembled the outbreak of real-world epidemics that scientists are currently looking at ways that online games such as WoW can model human behavior during outbreaks by allowing researchers to more accurately predict how diseases spread amongst a population.

Gaming Addiction
WoW is known to be frighteningly addictive. In 2009 an article titled “10 Most Bizarre Gaming Incidents” reported the case of a young Chinese girl who died of exhaustion after playing the game for several days straight. An online funeral followed. Relationships have ended and online feuds have broken out as a result of the game, so a non-addictive personality is certainly recommended if you wish to venture forth into the world of Azeroth...

Interesting WoW facts

  • Development of WoW took roughly 4-5 years including extensive testing
  • Players have the option of selling their user accounts once their character is well equipped and experienced. The highest recorded WoW account trade was for £5000 (roughly R55 000).
  • The game reflects real world events such as Halloween, Christmas and Easter. Different locations also have variable weather, such as rain, snow, dust storms and many more.
  • When a character dies it becomes a ghost at a nearby graveyard. Characters can be resurrected by other NPCs that have the ability, or can self-resurrect by moving from the graveyard to the place where they died.
  • The Chinese government imposed a modification on Chinese versions of the game which transforms dead character corpses into tidy graves and places flesh on bare-boned skeletons.
  • Quests reward the player with experience points, items, and/or in-game money. It is also through quests that much of the game's story is told.
  • WoW players are invited to participate in the virtual community in creative ways. Activities include creating fan artwork and comic strip style storytelling.

World of Warcraft requires the player to pay for a subscription, either by buying game cards for a pre-selected amount of playing time, or by using a credit or debit card to pay on a regular basis.

Related post: DotA - A nOOb's guide

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VIRTUAL REALITY: Exit reality and enter the virtual world of the 3D web

AN Australian company has launched a free tool that offers web browsers a world-first opportunity to view the Internet in three dimensions.

Melbourne-based ExitReality said its application allows users to turn any regular website into a 3D virtual environment, where an avatar representing them can walk around and meet other browsers viewing the same website.

Founder Danny Stefanic said that, previously, only specialised websites such as Second Life and World of Warcraft allowed users to enter a 3D environment, however, interaction within those environments are limited.

"ExitReality goes far beyond that. It allows you to view not just one website but the entire World Wide Web in 3D," said Stefanic.

Exit reality and enter the virtual world of the 3D web
cool

Browsers can use the tool to turn their social networking pages on sites such as Facebook and MySpace into a virtual apartment, where photographs are displayed on the wall and links to friends are displayed as "doors" leading to other apartments.

Users can customise their flats by "decorating" with 3D versions of couches from stores such as Ikea or downloading an e-jukebox to play music clips stored on their personal page.

Similarly, using ExitReality on video-sharing websites such as YouTube creates a virtual cinema, where the browser's avatar sits next to other users logged on to watch the clip they have selected.

Stefanic said the tool will transform the web from a solo experience into one that could be shared with friends and other users interested in the same content.

"The user can see and share experiences with their friends while chatting with them and other people at either their own website or another billion web pages" - Danny Stefanic

Stefanic says there is a wealth of 3D content on the Internet that conventional web search engines ignored. Such 3D effects made the web more interesting for users, meaning they were more likely to spend more time browsing the page.

"Users would normally spend no longer than a couple of minutes on a 2D website," he said. "In a 3D environment, this time can extend to half an hour, creating a huge potential for the website owner to maximise user engagement."

Link: ExitReality home
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: The reality of the virtual

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