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Weiye Loh's Library tagged Games   View Popular, Search in Google

Sep
22
2011

An online game where players work to figure out the best molecular orientation for different molecules has provided an answer to a long-sought enzyme (hey, to each his own — the game has had 236,000 players sign up since 2008). This enzyme is responsible for helping viruses like AIDS spread, so figuring out its structure was a full-time job recently, although no scientists came up with an answer. Instead, as a “last-ditch effort”, the molecule was put into the database of the game Foldit, just to see if regular players could do anything with it.
The puzzle was solved in less than 10 days.

Games HIV_AIDS

Gamers have solved the structure of a retrovirus enzyme whose configuration had stumped scientists for more than a decade. The gamers achieved their discovery by playing Foldit, an online game that allows players to collaborate and compete in predicting the structure of protein molecules.

Games Science Mechanical Turk Crowd-Sourcing

  • "We wanted to see if human intuition could succeed where automated methods had failed," said Dr. Firas Khatib of the University of Washington Department of Biochemistry. Khatib is a researcher in the protein structure lab of Dr. David Baker, professor of biochemistry.

     

    Remarkably, the gamers generated models good enough for the researchers to refine and, within a few days, determine the enzyme's structure. Equally amazing, surfaces on the molecule stood out as likely targets for drugs to de-active the enzyme.

  • much attention has been given to the possibilities of crowd-sourcing and game playing in scientific discovery. Their results indicate the potential for integrating online video games into real-world science.
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Sep
4
2011

  • My initial concerns about the current show were its sort of lack of perspective. The strength of a curated show comes from the choice and arrangement of the works, and I worried that with a crowdsourced show like this, it would be hard to form a central thesis. What makes each of these games influential and how will those qualities come together to paint a moving picture of games as an art medium? I wasn’t sure this list particularly answered those questions.
  • They’ve avoided directly addressing the question of why are video games art, and instead danced around it, showing a number of wonderful games and explaining why each great. Despite this success though, I feel that the show was still damaged by the crowdsourced curation approach. While I agree that the player is a major component of games (as Abe Stein recently posted to his blog, “A game not played is no game at all”), the argument that because games are played by the public they should be publicly curated doesn’t necessarily follow for me, especially when the resultant list is so muddled.
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Jul
25
2011

Back in June, the U.S. Supreme Court ruled that a Californian law banning the sale of violent videogames to children was unconstitutional because it violated the right to free speech.

However, the ruling wasn't unanimous. Justice Stephen Breyer filed a dissenting opinion. Unfortunately, it contains a whopping misuse of neuroscience.

Neuroscience Violence Games Law

  • Breyer says (on page 13 of his bit)
    Cutting-edge neuroscience has shown that “virtual violence in video game playing results in those neural patterns that are considered characteristic for aggressive cognition and behavior.”
    He then cites this fMRI study from 2006. It's from the same group as this one I wrote about recently.
  • does this study show that playing violent games causes aggressive brain activity? Not exactly. By which I mean "no".

    They scanned 13 young men playing a shooter game. The main finding was that during "violent" moments of the game, activity in the rostral ACC and the amygdala activity falls
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Jun
28
2011

The Supreme Court has struck down a California law that would have banned selling "violent" video games to children, a case balancing free speech rights with consumer protection.
The 7-2 ruling Monday is a victory for video game makers and sellers, who said the ban -- which had yet to go into effect -- would extend too far. They say the existing nationwide, industry-imposed, voluntary rating system is an adequate screen for parents to judge the appropriateness of computer game content.
The state says it has a legal obligation to protect children from graphic interactive images when the industry has failed to do so.

Violence Children Video Games

  • "The First Amendment does not disable government from helping parents make such a choice here -- a choice not to have their children buy extremely violent, interactive games," he wrote.

    At issue is how far constitutional protections of free speech and expression, as well as due process, can be applied to youngsters.

  • Justice Clarence Thomas also dissented, saying the law's requirement of having parents purchase the games for their underage children was reasonable. "The freedom of speech as originally understood, does not include a right to speak to minors, without going through the minors' parents or guardians," he said.
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May
26
2011

As a prisoner at the Jixi labour camp, Liu Dali would slog through tough days breaking rocks and digging trenches in the open cast coalmines of north-east China. By night, he would slay demons, battle goblins and cast spells.

Liu says he was one of scores of prisoners forced to play online games to build up credits that prison guards would then trade for real money. The 54-year-old, a former prison guard who was jailed for three years in 2004 for "illegally petitioning" the central government about corruption in his hometown, reckons the operation was even more lucrative than the physical labour that prisoners were also forced to do.

Games Cultural Industries Prison Labour

  • "Prison bosses made more money forcing inmates to play games than they do forcing people to do manual labour," Liu told the Guardian. "There were 300 prisoners forced to play games. We worked 12-hour shifts in the camp. I heard them say they could earn 5,000-6,000rmb [£470-570] a day. We didn't see any of the money. The computers were never turned off."

  • "If I couldn't complete my work quota, they would punish me physically. They would make me stand with my hands raised in the air and after I returned to my dormitory they would beat me with plastic pipes. We kept playing until we could barely see things," he said.
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Sep
3
2010

To be ahead of the game, consider game-based marketing
Published: September 01, 2010 in Knowledge@SMU

Games Marketing Addiction

  • in the era of Farmville, Warcraft, Angry Birds and Bejeweled – 'sticky' interactive applications that have, in almost stealth-like ways, caused many of us to betray the best of our sensibilities. People have been known to trade errands, dates, anniversaries and even ruin relationships, in exchange for just a chance to advance to that ever-elusive next 'level'.
  • The ability of games to beguile and transform humans into obsessed nuts should catch the attention of every marketing opportunist, brought up on a diet of jargons, such as 'engagement', 'retention' and 'entrenchment'. Zichermann and Linder wrote: "While the majority of people would never use the word 'hardcore' to describe their own play habits, a quick look at the world around us confirms something we all know, refer to, and engage in without even the slightest conscious awareness: Almost everything seems to offer an opportunity to play. Put another way, all the world's a game, and savvy marketers can – and do – leverage this fact to create lasting engagement and positive brand connections with consumers."
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Jun
19
2010

June 10, 2010, Cognition
Mars and Venus at the Video Arcade
Of course men and women are different. But is it *all* about biology?
Published on June 10, 2010

Games Gender Stereotype Psychology

  • One of our favorite ways to do this is by attributing others' behavior to some sort of internal, stable predisposition.
  • So we're particularly fond of turning to biology to explain human nature. Take apparent gender differences in how we think and act.
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