EMOTIV לשחק משחקי מחשב בכוח מחשבה
X-Box Project Natal and the Israeli Connection
Here you can you spot the Israeli high-tech connection !-)
Project Natal מיקרוסופט מפתחת אוואטר או עולמות וירטואליים לקונסולה Xbox Live?
תמונות ממפגש הקיץ של די.ג.ר.ה ישראל | כשהמשחקים פוגשים במציאות
תמונות מכנס הקיץ של די.ג.ר.ה ישראל - המרכז הישראלי של הארגון הבינלאומי לחקר משחקי מחשב בנושא: "כשהמשחקים פוגשים במציאות" ב - H.I.T - מכון טכנולוגי חולון, 31 ליולי 2008
הזמנה למפגש קיץ די.ג.ר.ה ישראל | כשהמשחקים פוגשים במציאות
הכותב, ד"ר חנן גזית עומד בראש MetaverSense הפועלת בעולמות וירטואליים ומשחקים דיגיטאליים ומתמחה בייעוץ, הדרכה ופיתוח פרויקטים לקהל לקוחותיה: משקיעים ויזמים, חברות, מוסדות וארגונים במגזר הפרטי והציבורי. ד"ר גזית הינו יועץ לאיגוד העולמות הוירטואליים העולמי AVW ומייסד די.ג.ר.ה ישראל- המרכז הישראלי של הארגון הבינלאומי לחקר משחקים דיגיטאליים. חבר מערכת כתב העת הבינלאומי למשחקים וסימולציות נתמכות מחשב. חוקר ומרצה ב H.I.T - מכון טכנולוגי חולון.
Handbook of Research on Effective Electronic Gaming in Education: IGI Global release
ISBN: 978-1-59904-808-6; 1,759 pp; July 2008Published under the imprint Information Science Reference (formerly IdeaGroup Reference).
Edited by: Richard E. Ferdig, University of Florida, USA
http://www.igi-global.com/downloads/pdf/ferdig88.pdf.
Where Games and Real Life Meet | ImpactGames co-founder Asi Burak @ DiGRA ISRAEL Summer Meet-up, Thu, 31 July 2008
מה זה בדיוק אומר "לשחק את החדשות? " משחקי וידאו ומציאות – איך זה הולך ביחד? מה היתרונות וחסרונות המדיום האינטראקטיבי? על שאלות אלו ואחרות יענה אורח הכבוד במפגש הקיץ של די.ג.ר.ה ישראל, מר אסי בורק, מייסד שותף של חברת אימפקטגיימס. לאחר ההרצאה יתקיים פאנל בנושא עתיד העולמות הוירטואליים וה - Web3D.
Handbook of Research on Effective Electronic Gaming in Education: IGI Global
ולרגל ההכרזה על פתיחת קורס פיתוח משחקי מחשב לדור ה Web3D במסגרת היחידה ללימודי החוץ של המכון באוקטובר.
Asi Burak co-founded ImpactGames to create compelling interactive experiences around current events. Toward this end, ImpactGames developed PeaceMaker, a video game simulation of the Israeli-Palestinian conflict. PeaceMaker has been sold in over 60 countries, been featured in media outlets around the world, and has won several international awards. ImpactGames newest product "Play the News" addresses the shifting online news-media industry and is changing news consumption from passive reading to active engagement.
Prior to his work at ImpactGames, Asi was VP of Marketing at Axis Mobile LTD., where he helped introduce LBS mobile games and community applications to a world-wide market (US, Asia, Europe). As a former Art Director at Saatchi & Saatchi, Asi was first introduced to advanced systems for communication and analysis as a Captain in the Israeli Intelligence Corps. He holds a Masters of Entertainment Technology from Carnegie Mellon and a BA in Design from the Bezalel Academy in Jerusalem. PeaceMaker is on of the leading Games4Change video games on DiGRA ISRAEL's Video clips case studies Knowledge Base currently under construction.
Where Games and Real Life Meet"
DiGRA ISRAEL 2008 Summer Meet -up @ H.I.TAGENDA
17:30 - 18:15
Mingling and Networking + Coffee
18:15 - 18:30
Opening words H.I.T representative
Announcing the Opening of the Web3D Games Development Academic Course @ H.I.T-Holon Institute of Technology, Oct 2008
When: Thu, 31 July 2008
http://www.hit.ac.il/digraisrael-meet08/
==== Supported by ====
Machinima: A New Narrative Medium for the Y-[tube] Generation
One of my friends on facebook, Paul 'Fire' Preibisch, shared this funny WOW machinima "a group of dragon slayers seek out a new way to spend their time on" on www.wegame.com, an innovative media sharing platform for gamers.
This presentation focuses on game-based movie-making of the Y-[tube] generation (children 13-17 years of ages and adults 18-28 years of age). Machinima is movie-making by using virtual worlds and videogames engines, which has gained popularity among players (Cefrey, 2008). The Machinima makers demonstrate a higher level of active participation compared to the majority of Bonk’s (2008) YouTube survey participants, preferring passive observation rather than creating their own YouTube videos.
Developments in 3D real time game engines, Massive Multiplayer On-line Role Playing Games (MMORPGs) platforms, high-band communications, and the emergence of game-based movie-makers communities, have paved the way to the extensive application of the Mashinima medium. Lowood (2008) suggests that players are learning to use game-based movie-making in order to express ideas and opinions important in their lives, ranging from politics and conflicts of real life to those of virtual worlds and game communities. Creating Machinima movies requires, apart from film making skills, the ability to convey new meaning by collaborating with other actors on the scene, similar to regular movie-making (Hancock & Inqram, 2007). Moreover, hacking the game engine in order to create a “game mood”, a new game space and objects, requires programming skills. I argue that the new Machinima medium affords a new kind of literacy, which is a combination of cognitive, communication, artistic and visual skills. Moreover, there are commercial implications as the MTV's virtual world's music video competition shows (Sherman, 2007). Bardzell et al., (2006) classified Machinima to four types according to the platforms used: Pure Machinima platforms, Hybrid Games, Pure Games and Modded Games.
Some of the cultural themes reflected in the Machinima created inside massively multiplayer on-line games (MMOGs), such as World of World Craft, RuneScape, Habbo Hotel, and virtual worlds, such as Second Life, will be presented. From MTV’s music Mashinima mock ups, to original self expression stories. For example, the Machinima “make love not war” on Blizzard's World of Warcraft, represents in a funny and creative way the cultural gap between the children's world and the adult’s world. The ability to use ones imagination and see and experience from many different vantage points in MMORPGs, provides a new set of tools for imaginative and innovative thinking (Thomas & Brown, 2007). The Israeli Machinima “Status Quo” made by Nir Matarasso and Gur Bentwich on the Unreal1 engine, is an example of the creative expression of their political views which highlights the absurdity of the Israeli-Palestine Conflict.
To conclude, I argue that the Machinima is a new narrative medium in which players develop a new kind of literacy and that this new medium deserves systematic examination for assessing its full cultural and cognitive implications.
References
Bardzell, J., Bardzell, S., Briggs, C., Makice, K., Ryan, W., Weldon, M., (2006). Machinima Prototyping: An Approach to Evaluation. Proceedings of the 4th Nordic Conference on Human-computer interaction: changing roles, vol. 189, (pp. 433-436), Oslo, Norway.
Cefrey, H. (2008). Career Building Through Machinima: Using Video Games to Make Movies. Rosen Publishing Group.
Ellis, G. J. (1983). Youth in the electronic environment: An introduction. Youth and report for the NSF of workshops. The impact of three dimensional immersive VE on modern pedagogy.
Gazit, E. (in press). A window on digital games interactions in home settings. Handbook of Research on Effective Electronic Gaming in Education. IGI Global Press.
Lowood, H. (2008). Found Technology: Players as Innovators in the Making of Machinima.
McPherson. T. (ED.) Digital Youth, Innovation, and the Unexpected. (pp. 165-196). The John D. and Catherine T.MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press.
http://www.virtualworldsnews.com/2007/10/mtv-and-metacaf.html (Retrived 18 April 2008).
Thomas, D., & Brown, J. S. (2007). The Play of Imagination: Extending the Literary Mind, Games and Culture, 2, 149-172.
====
I wish to thank DiGRA ISRAEL members Nir Miretzky and Jacqui Basil for their thoughtful comments.
A True Story about TrueCrime
Now imagine yourself in my place. What would you do in this same situation?
This brings us to the big Q: What do we know about the social & psychological effects of video games in general and about violent videogames in particular?
if this is the case, we have to gain a fuller understanding of the gaming experience. Gaming is a new form of media entertainment and we need to know what users actually experience while they are playing games.
The effect of videogames content and forms
What happens in the Brain during violent videogame play?
Weber, Ritterfeld & Mathiak (2006) studied the association between playing violent video games and aggressive reactions. The researches used a novel, event-related functional magnetic resonance imaging study. 13 male research participants were observed playing a latest-generation violent video game Tactical Ops: Assault on Terror
Does the interactive nature of playing violent video games have grater effect than passive watching violent video games?
What are the roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression?
Coda
This brings us back to the starting point of our journey, the dilemma about the truecrime video game. The solution I found was based on child-parent open dialogue and respect. Moreover, there is no one simple answer to the question about the social & psychological effects of video games on human thought and behavior. Currently, there are more questions than answers. For example: what are the positive effects of playing violent games?
Wallenius, M., Punamäki, R., Rimpelä, A. (2007). Digital game playing and direct and indirect aggression in early adolescence: The roles of age, social intelligence, and parent-child communication. Journal of Youth and Adolescence, 36(3), 325-336.
Wallenius , M., & Punamäki, R. (in press). Digital game violence and direct aggression in adolescence: A longitudinal study of the roles of sex, age, and parent–child communication, Journal of Applied Developmental Psychology.