Do you need more reasons to play? take a look a this scientific study. But still plenty of opportunities for the ones that do not produce action games ...
"Much work remains to be done to specify what kinds of cognitive processes can be trained by non-action video games. It is important to increase the battery of games that can be used to train cognition and perceptual skills, both to increase the number of cognitive functions that can be improved, and also to allow participants to choose their preferred style of game." (excerpt from the conclusions) http://www.facebook.com/272166092844807/posts/497657600295654
Nice book about gamification.
Gamification is not only points and levels and badges. It's ...
The SEGAN (Serious Games Network) proposal is promoting a Community of Practice under this subject. The main objective is thus to create a stable consortium to exchange ideas and experiences related to Serious Games. This network will be supported by virtual tools and face to face events, in order to increase the visibility and awareness of the...
EA's GlassLab project about using SimCity in education in the news:
Hola a todos, hace un tiempo realicé un investigación relacionada a desarrollar Micromundos Inmersivos (en sí, la intersección entre videojuegos y micromundos). A continuación les dejo el enlace, espero que les sirva:
At the crossroad of Farmville and Hay Day, a serious agricultural game has finally found its right place! For its 50th anniversary, the Common Agricultural Policy has been offered early February the first educational video game tracing its stakes and evolutions since the first days of the sixties: CAP Odyssey.
Six months for the final of the project (officially), GREAT offers the Train-the-Trainers course (http://elearning.projectgreat.eu/). Awareness on the use of games in organizational learning context is our intention for you!
The course methodology is resource based on use of web games (existing) to bring freshness to the concepts and stereotype...