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Showing posts with label research. Show all posts
Showing posts with label research. Show all posts

Thursday, 27 January 2011

No Res Shrines: Gaming and the Real World

On the surface, the gaming world is murky and dank. Its dark and cold and confusing, populated by overzealous fourteen year olds slapping their "ep33n" around on FPSs and thirty somethings hunched over keyboards in the basement of their Mother's house in the suburbs and roleplaying busty Night Elves. This is the image of gaming which we have grown to accept; one of mindless escapism, a disconnected self which is controllable in a totally different and disconnected Universe.

Increasingly, however, this restrictive and short sighted vision of gaming is being challenged. Governmental analysts are beginning to confirm something that, deep down inside our heart of hearts, we've always known; gaming makes us better people. This assertion is two fold - on the one hand, there is the exciting prospect that gaming physically and mentally trains us for certain situations. A couple of weeks ago, The Onion jokingly suggested that games such as Gears of War and Fallout 3 are training our children to survive in a post-apocalyptic wasteland.

I know I've learned that surreptitiously slipping a live grenade into the pockets of unsuspecting bandits can be a laugh riot, and iguana bits are no substitute for vast amounts of synthetic Nuka-Cola. Today wired.co.uk (my faithful friend) published an article by Noah Schachtman on how American analysts are using videogames to weed out bias in their operatives.
The agency is looking to axe everything from "anchoring bias" (relying too much on a single piece of evidence) to "confirmation bias" (only accepting facts that back up your pre-made case) to "fundamental attribution error" (attributing too much in an incident to personality, instead of circumstance).
I have to admit there is a place in my gut which leaps at the thought that playing Black Ops might make me into a one man killing machine, a real life 007; utilising my twitch reactions to mow down a camp-full of bogies in seconds and then zip lining into my chalet in Switzerland with my sultry femme fatale; Olga. In actuality I think the only thing I'll end up with is bad eyesight, a bit of a belly and the thumbs of a 65 year old.



On the other hand, there is the implementation of gaming in the effort to stimulate real social change. On a more Alternative Reality Gaming slant; Jane McGonigal's book "Reality is Broken: Why Games make us Better and how they can Change the World" focuses on the attempts at using games to raise awareness and encourage "off the wall" thinking when it comes to national and international social problems. McGonigal states that reality is broken because games act as "happiness hacks" and so are more productive at producing happiness than real life situations. This is why gaming is so often used as an escapist pastime.

McGonigal goes on to state that instead of lamenting this change, perhaps the strengths that can be found in gaming strategies could be harnessed to affect social change. Alternative Reality Games could be used as vehicles to increase awareness of particularly critical subjects or even stimulate players to actively improve their lives through giving real world targets to attain.
Michael Andersen at ARGNet did a sterling job reviewing and summarising McGonigal's latest book, although he is skeptical of the application of gamification tactics to real world problems stating that he does not wholly believe that gaming strategies can be applied to "complex problems that are resistant to game designer attempts to reduce goals to concrete action steps". I've already stated that ARG gaming has affected me in a very real way, increasing my ability to make connections, widening my knowledge of cryptography and deduction and giving me a wide variety of skills which I have already been able to apply to my life.

I'm quite enthusiastic about gaming being a vehicle for change in real life, but I believe we need a big push; something to really carry gamification into the media eye and advertise it as a powerful vehicle for social revolution. Alternative Reality Games need the equivalent of what Facebook was for social networks.

Friday, 14 January 2011

Coughs and Sneezes Spread Diseases - HAIwatch

Whilst it's pretty obvious one of my passions is gaming, what is probably less apparent is that my other passion is healthcare. Now, I'm wary of revealing where I work etc in this forum, whilst I recognise that you are all upstanding gentlemend/ladies of wit and the utmost decorum - sometimes I might slip my tongue too freely into the realm of uncertainty and in my profession one wrong word can get you a short sharp visit from the unemployment-fairy. So lets just say that I work in healthcare research, and leave it at that?

This morning I received an email from a Mrs Barbara Dunn asking if I would be interested in blogging about the drive to fight healthcare assisted infections. Working where I do, if there is one thing which is drilled into you it is the importance of infection prevention and control - so I found myself pretty sympathetic to the cause. Recent stories here in Britain have highlighted the need for an increasing focus on controlling and preventing infection, obvious examples are the MRSA hospital bourne infections, line-in infections and surgical site infections and the very recent swine-flu problems we have been having (although, I wouldn't believe everything you read in the papers on this subject). As a result our hospitals are now filled with "WASH YOUR HANDS!" signs, soap dispensers at the entrance to every ward, at the end of every bed and dotted along corridors and every new member of staff has to go through a fairly stringent Infection Prevention and Control training. As arduous as this may seem, it is for a good reason:

According to the World Health Organization (WHO), at any point in time, 1.4 million people worldwide suffer from infections acquired in hospitals.


A Centers for Disease Control (CDC) report published in March-April 2007 estimated the number of U.S. deaths from healthcare associated infections in 2002 at 98,987.


The risk of acquiring Healthcare-Associated Infections in developing countries is 2-20 times higher than in developed countries.
Afflicting thousands of patients every year, HAI often leads to lengthened hospital stays, increasing the likelihood of readmission, and adding sizably to the cost of care per patient.


Financially, HAIs represent an estimated annual impact of $6.7 billion to healthcare facilities, but the human cost is even higher. (HAIWatchNews.com)



The HAIwatch "Not on my Watch" website (sponsored by Kimberly-Clark) is an interesting one, it provides a central area into which a vast amount of information has been pumped. It has tools for healthcare providers, professionals and probably a lot of information relavent to the lay-man on how to stay safe if you are ever unlucky enough to have to visit a hospital. For up to date information on the subject Mrs Dunn also pointed me in the direction of http://haiwatchnews.com/.

Making healthcare a safer institution is something which is close to my heart, so I hope you'll forgive this somewhat off-topic post. Normal service will resume with the next post!



If you know me you'd know that if I receive what appears to be a completely sincere email, I will often interpret it as a trailhead and my puzzle-centres will go into overdrive. However, upon going through the information that was sent to me, I could find no hidden message, no binary, morse, ROTed words or pigpen codes. Disappoint. Turns out... TINAG but was something about which I was enthused. Although, you may note I couldn't help but slip a Theme Hospital reference in there...

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