Month: May 2009

Serious Games: Online game terminology

Terminology: Open worlds, Games of Exploration, Pervasive Gaming and more

  • An Open World game is one where players can freely roam a virtual world. Usually the
    term is used to describe a game that has objectives and a storyline, but is sometimes used to describe completely open-ended virtual worlds like Second Life.
  • Non-Linear gameplay: Players are presented with challenges that can be completed in more than one order. Nonlinear sequencing may consist of multiple entire plot sequences to complete the game, subplots or small branches off the main plot. 
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Serious Games: The Virtual Patient specification

The Virtual Patient – a common standard for medical simulations

From Transforming Professional Healthcare Narratives into Structured Game-Informed-Learning Activities by Begg, et.al.



The Virtual Patient specification was developed to take advantage of the natural affinity for the branching narrative style of much of medical education. The Virtual Patient is a common standard by which patient cases can be structured in a manner that can be read by many game and simulation systems.

A virtual patient represents whichever characteristics of the patient are relevant to the current educational context.

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Serious Games: What is a game?

What is a game?

Note: This series of posts is from the handout for a talk on serious games, given at UMHS on May 12.

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We all have an idea of what a game is, but it is not so easy to define precisely  what makes games different from other activities. No definition of games is entirely complete, but we can approach an understanding by considering games in relation to similar activities, such as
reading stories, watching movies, playing with toys, solving puzzles,
and so on, and try to see where the significant differences lie.

Stories, games, toys, puzzles, races, etc. all have some attributes in common, but the proportions of those
attributes make some activities more gamelike. Thinking about the role
of attributes such as interactivity, representation, challenge, and risk can help us understand the nature of a particular learning game,
what types of learning objectives it might be most effectively used
for, and what kind of learner might benefit from it.

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Music: why not a finger-sensing keyboard?

Electronic keyboards like the Yamaha Motif or Korg M50 often have a “Split” feature, allowing different patches to be assigned to different sections. For example, the bottom 18 or 20 keys can be assigned to a bass patch, leaving the rest of the keys assigned to an electric piano sound. These splits allow not just the patch to change, but the pitches as well. For example the bottom keys can sound an octave lower than they ordinarily would.

Small keyboards often have buttons that shift the octave to the left or right on the fly, effectively increasing the number of keys without the weight.

There is another split type that is possible nowadays but apparently no manufacturer has done it yet. What if the patch or pitch range were assigned to each key in real time by which finger or which hand touched the key?

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Progress in the fight against Hospital Acquired Infections

The problem:

Over the last few years, public attention has been focused increasingly on the problem of nosocomial or hospital acquired infections (HAI’s). Why is there so much concern? A study by the CDC published in the March/April 2007 issue of the journal Public Health Reports, estimated that 1.7 million hospital patients per year ― 4.5 of every 100 admissions ― become infected, causing or contributing to the deaths of nearly 100,000 people per year. (IHI.org) 100,000 people per year is about 1/5 of the total deaths from cancer per year in the US, or about the same as the total stroke or accidental deaths. Or, another way to understand the size of this number, picture the population of South Bend Indiana, dying every year of mostly preventable causes. This is an epidemic.

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