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Immortal Hacker Challenge (Part One) December 24, 2011

I was going to write about The art of happiness in the troubled world book, but my computer caught a virus. Instead of getting mad at the hackers who wrote that virus I thought of a topic for my blog. First, let me tell you what I learned about Virtual Reality and the role of technology in psychology during the 119th APA Convention back in August. I attended at least 4 sessions about it.

Assessment of video game use. They were talking about Star Craft Game, and how it is popular to watch it in Korea. Spectators want to become players and win one day, even though their chances are pretty slim. We watched a video about thousands of spectators observing players of the game live in a big space which looked like a concert hall. People were rooting for their favorite players, eating and drinking. It looked crazy to me. Competitive video gaming is new to the US.

Is video gaming just for fun? The answer is no. For older adults games are used as therapeutic and learning tools. For example, insurance companies are developing video games to help reduce number of accidents per member. For children, some video games help improve pro-social skills, working memory, cognitive process speed. For people with disabilities, to learn and develop skills, example, read together and talk together. learningworksforkids.org, based in RI, suggests smarter playing curriculum. They use with children Say, Do, Review technique, so that children learn, practice and remember, they also take breaks between activities and do physical exercise. It’s called “play diet” that helps make video games digitally nutritious.

Video games are not intergenerational yet, but the goal is to help parents transfer their knowledge to children in interactive way.

Clinical use of video games – measures are still being developed, as there should be corrective index to adjust scores, not only self-report measures and interviews, etc. There is also a need for age appropriate measures, measures of stability, engagement, content (solitary, violent, competitive) and lists of side effects (unequal potential effects, consequences. etc).

Students spend too much time on games instead of studying. Impulse control is still hypothetical and can’t be observed or how it triggers behavioral addiction. Methodology is not efficient based on analogy. It is necessary to rate and analyze effects not only of new games but current games.

Virtual Reality (VR) is “a consciousness-noticing machine” and could be immersion(with goggles) and avatar-based. IBM plans to create avatars for every employee in 4 years, they will have new 3-D studio; it helps employees to better communicate. Avatar: “you are not a gadget”.

Examples of VR: flat public – Second life, flat secure – Inworld solutions, immersion public and immersion secure – Virtually Better.

Why VR is popular? It is an incarnation for some, virtual ability to be anything you want. So far there are ½ billion online game players. On average, 1 hour per game. Average age of the player is 10-15 y.o. In 2013 there will be 2 billion users. Online games help satisfy the need for human interaction. They also make changes in human behavior.

Re-posted from The Ultimate Answer

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