About this paper

Appears in:
Page: 2344 (abstract only)
Publication year: 2014
ISBN: 978-84-616-8412-0
ISSN: 2340-1079

Conference name: 8th International Technology, Education and Development Conference
Dates: 10-12 March, 2014
Location: Valencia, Spain

RAM PAGE: EXPLORING THE RECIPROCAL RELATIONSHIP BETWEEN EDUCATIONAL GAMES AND PLAYERS

B. Holden

Vrije Universiteit Brussel via Fulbright Belgium (BELGIUM)
This paper targets the development of an independent video game designed to ameliorate Attention Deficit Hyperactivity Disorder (ADHD) symptoms in young people. This work is underway with the Belgian Evolution Cognition and Complexity research group surrounding Dr. Francis Heylighen at the Vrije Universiteit Brussels. The game, which is called ‘RAM Page: Realdream Weaver’, is a project based on the reciprocating relationship between games and players. The goals of the project are two-fold. First, it would produce a game that engages players while practicing cognition (specifically targeting attentional control). The second goal is to contribute to the self-organizing, original “global brain” archive system known as the Principia Cybernetica Project at the Free University in Brussels. In a 2011 article published in Language and Complexity, Professor Heylighen outlines the technological power of group self-organization, demonstrated in institutions like Wikipedia and Kiva.com (microfinance lending for out-of-poverty start ups). Collective power is also seen in the motivational might behind Massively Multiplayer Online Games (like World of Warcraft). GWAPs (games with a purpose) are any type of game that are designed not only to be entertaining, but also to achieve specific tasks. GWAPs have exploded in the past decade, tapping into questions of intrinsic motivation, goal setting, and feedback monitoring. Past game learning projects similar to “RAM Page” include the “Captain’s Log” which has been used in therapy since 1985, and the NASA-funded SmartBrain Technology, which uses a helmet and a neurofeedback device to improve cognitive skills. Other examples of GWAP purposes are categorizing internet photos, doing psychological research, and education for various subjects. Two apparent values of gaming for education is the distancing of a learner from insecurities and social norms.
@InProceedings{HOLDEN2014RAM,
author = {Holden, B.},
title = {RAM PAGE: EXPLORING THE RECIPROCAL RELATIONSHIP BETWEEN EDUCATIONAL GAMES AND PLAYERS},
series = {8th International Technology, Education and Development Conference},
booktitle = {INTED2014 Proceedings},
isbn = {978-84-616-8412-0},
issn = {2340-1079},
publisher = {IATED},
location = {Valencia, Spain},
month = {10-12 March, 2014},
year = {2014},
pages = {2344}}
TY - CONF
AU - B. Holden
TI - RAM PAGE: EXPLORING THE RECIPROCAL RELATIONSHIP BETWEEN EDUCATIONAL GAMES AND PLAYERS
SN - 978-84-616-8412-0/2340-1079
PY - 2014
Y1 - 10-12 March, 2014
CI - Valencia, Spain
JO - 8th International Technology, Education and Development Conference
JA - INTED2014 Proceedings
SP - 2344
EP - 2344
ER -
B. Holden (2014) RAM PAGE: EXPLORING THE RECIPROCAL RELATIONSHIP BETWEEN EDUCATIONAL GAMES AND PLAYERS, INTED2014 Proceedings, p. 2344.
User:
Pass: