Tim, Megan, and Phill are back for round 3 in the “Science & Videogames” series! Last year saw science and video games battling it out for supremacy, but this year we reconcile the two unexpected lovers. Do gamers really make better surgeons? How does VR help people overcome their phobias? How can science and psychology help design better games? Can gaming truly be a force for good in the world? The answer is yes, because ultimately: Science HEARTS Videogames!
- Science At Home website
- Quantum Moves website
- Popular Mechanics (13th April 2016) – The Video Game Creating Quantum Physics Breakthroughs.
- Gibney, E. (2016). Human mind excels at quantum-physics computer game.
Slower Speed of Light
- Slower Speed of Light website
- Kortemeyer, G., Tan, P. & Schirra, S. (2013). A Slower Speed of Light: Developing intuition about special relativity with games. FDG 2013 Proceedings of the International Conference on the Foundations of Digital Games.
- QCraft website
- The Witness website
- Trybus, J. (n.d.). Game-Based Learning: What it is, why it works, and where it’s going.
- Isaacs, S. (2015). The difference between gamification and game-based learning.
- Flaktest Gaming website
- League of Legends website
- Cooper, H., Valentine, J., Nye, B. & Lindsay, J. (1999). Relationships between five after-school activities and academic achievement. Journal of Educational Psychology, 91(2), 369-378.
- Kozachuk, J., Foroughi, C. & Freeman, G. (2016). Exploring electronic sports: An interdisciplinary approach. Proceedings of the Human Factors and Ergonomics Society 2016 Annual Meeting.
- Hyun G.J., Shin Y.W., Kim B.N., Cheong J.H., Jin S.N. & Han D.H. (2013). Increased Cortical Thickness in Professional On-Line Gamers. Psychiatry Investigation, 10(4), 388-392.
- Pokemon Go website
- Ong, T. (2016). Behavior science, technology, and health – how Pokémon Go caught ’em all.
- Babyak, M., Blumenthal, J. A., Herman, S., Khatri, P., Doraiswamy, M., Moore, K., … & Krishnan, K. R. (2000). Exercise treatment for major depression: maintenance of therapeutic benefit at 10 months. Psychosomatic medicine, 62(5), 633-638.
- Dunn, A. L., Trivedi, M. H., Kampert, J. B., Clark, C. G., & Chambliss, H. O. (2005). Exercise treatment for depression: efficacy and dose response. American journal of preventive medicine, 28(1), 1-8.
- Ceranoglu, T. A. (2010). Video games in psychotherapy. Review of General Psychology, 14(2), 141-146.
- Alvarez, G. (2016). ‘Serious games’ for children with autism could provide new therapy options.
- Fold It website
- Eyewire website http://eyewire.org/explore
- Szatner, A. (2016). Gamers make a better world.
- Parkin, S. (2016). Better research through video games.
- Newman, G., Wiggins, A., Crall, A., Graham, E., Newman, S., & Crowston, K. (2012). The future of citizen science: emerging technologies and shifting paradigms. Frontiers in Ecology and the Environment, 10(6), 298-304.
- Iacovides, I., Jennett, C., Cornish-Trestrail, C., & Cox, A. L. (2013, April). Do games attract or sustain engagement in citizen science?: a study of volunteer motivations. In CHI’13 Extended Abstracts on Human Factors in Computing Systems (pp. 1101-1106). ACM.