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A year ago in this column, I lamented the fact that interactive computer graphics, namely gaming technology, was not living up to its potential in areas like education and training, but instead was being squandered on marginal applications like "advergaming" (see "The Buttering Edge," January 2003, pg. 2).
I'm happy to report that much has happened recently to remedy the situation.
Indeed, last month we reported on a new effort called the Education Arcade, based at MIT, that aims to employ the latest graphics technology and education research to create games that are both educational and entertaining (see "That's Edutainment!," January 2004, pg. 4). And now, a similar program, the Serious Games Initiative, sponsored by the Woodrow Wilson Center, is employing game technology for training in virtually any profession. Here are a few examples:
Virtual U: Created by game developer Digitalmill, this simulation gives would-be administrators a better understanding of the complexities of running a university. Players make decisions on issues ranging from faculty salaries to campus parking. At the end of the school year, the board of trustees rates the player's performance. Dozens of schools have already used the program, which can be downloaded from www.virtual-u.org.
MassBalance: Conceived by Massachusetts Senator Richard Moore as a way to educate constituents about the state's budgeting process, this game challenges players to balance a $23 billion budget with a $3 billion deficit. Players get feedback about the risks of making deep spending cuts, and they receive an evaluation after submitting a final budget. MassBalance can be played at www.playmassbalance.com.
Incident ...