SLIMME COMPUTERS: Kun je de wereld beter maken door te gamen?

Universiteit van Nederland
31 Mar 201713:19

Summary

TLDRThis script explores the potential of gaming to improve the world, supported by the opinions of various scientists. It delves into the concept of 'better' and how gaming can be a safe environment for experimentation and learning, like problem-based learning in education or engaging in circular economy initiatives. The speaker challenges the negative stereotypes of gaming and highlights its evolution from simple interactive experiences to complex role-playing games that foster social bonds and strategic thinking. The script also discusses the integration of gaming in real-life scenarios, such as using games for scientific research or rehabilitation, and concludes with the presenter's belief in the positive impact of gaming on society, as evidenced by audience engagement.

Takeaways

  • 🎼 Gaming can contribute to making the world a better place, a belief shared by many scientists.
  • đŸ€” The concept of 'better' is subjective and open to interpretation, which is a central theme of the discussion.
  • 📚 Problem-based learning is highlighted as a method where gaming can play a role in education and therapy.
  • đŸŒ± The idea of a circular economy is introduced, suggesting that gaming can help individuals engage with and understand complex concepts.
  • 🔍 Historical perspectives on gaming show its evolution from simple interactive experiences to complex narratives and social interactions.
  • đŸ‘„ The social aspect of gaming is emphasized, with online role-playing games fostering communities and teamwork.
  • 🌐 The script discusses the blurring of lines between the digital and real worlds, with games like PokĂ©mon Go bringing gaming into everyday life.
  • 🧬 Serious gaming is showcased, where games are used for scientific purposes, such as protein folding to aid in medicine development.
  • 📈 The potential of gaming to popularize science and engage the public in research is highlighted through examples like Galaxy Zoo.
  • 🧠 Brain training games are mentioned as a tool to improve memory and cognitive function, especially beneficial for children and the elderly.
  • đŸ„ Gaming is presented as a therapeutic tool, helping patients recover and overcome challenges in a safe and controlled environment.

Q & A

  • Can gaming contribute to making the world a better place?

    -Yes, according to the speaker, gaming can contribute positively to society by providing a safe environment to experiment, visualize, and expand intelligence to develop scenarios, which can lead to real-world applications and improvements.

  • What is the concept of problem-based learning mentioned in the script?

    -Problem-based learning, as discussed in the script, is an educational approach where students learn by discovering and doing, often through games. It involves patients, for example, to improve therapy adherence or to gain more knowledge in a playful manner.

  • How does gaming relate to a circular economy?

    -The script suggests that gaming can be used to think about and engage with concepts like a circular economy. Players might be encouraged to consider sustainable practices, such as growing their own vegetables, in a game format.

  • What is the 'magic circle' in the context of gaming?

    -The 'magic circle' refers to the immersive boundary that separates the game world from the real world. It's a concept where the rules and norms of the game are contained within this circle, allowing players to engage in the game's activities without real-world consequences.

  • What is the history of gaming mentioned in the script?

    -The script touches on the history of gaming starting from 1969 with 'Pong', a simple game played on a television, and evolving to more complex games like 'Donkey Kong' in 1981, which introduced the concept of levels and platform gameplay.

  • What is the significance of role-playing games in the context of the script?

    -Role-playing games, such as 'Super Mario', are highlighted as important because they allow players to immerse themselves in the roles of characters, which can lead to a deeper understanding and engagement with the game's narrative and objectives.

  • How do online role-playing games (RPGs) contribute to social interaction?

    -Online RPGs, such as 'World of Warcraft', are noted for their social aspects, where players take on roles within a team, such as a healer or a tank, and work together to strategize and overcome challenges, fostering a sense of community and cooperation.

  • What is the role of games like 'PokĂ©mon Go' in bridging the digital and real worlds?

    -'Pokémon Go' is an example of a game that merges the digital and real worlds by encouraging players to go outside and interact with their environment to catch virtual creatures, thus promoting physical activity and exploration.

  • How can gaming be applied to serious or scientific contexts?

    -Gaming can be applied to serious contexts through games like 'Foldit', where players contribute to scientific research by participating in protein folding puzzles to help develop new medicines, demonstrating the potential for games to advance real-world knowledge.

  • What is the potential impact of games on education and learning?

    -Games can enhance education by making learning more engaging and interactive. They can be used to train memory, as in 'Brain Trainer', or to teach complex subjects in an accessible way, as seen in the 'Ebola' game developed by the University of Eindhoven.

  • How do games like 'Ingress' demonstrate the potential for large-scale community involvement?

    -'Ingress' is an example of a game that encourages large-scale community involvement by having players physically move around real-world locations to control areas on a map, showing how gaming can mobilize and engage communities.

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Étiquettes Connexes
Gaming EducationTherapeutic GamesSocial EngagementRole-Playing GamesSerious GamesGaming CultureDigital HealthInnovative LearningCommunity BuildingInteractive TherapyGaming Impact
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