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Monday, March 9th, 2009

    Time Event
    11:06a
    Can 'World of Warcraft' lead to worlds of wisdom?

    FARGO, N.D. -- Devin Krauter sits on the end of his bed, tapping buttons on his video-game controller to shoot down alien beasts while chatting with other players through a headset, texting on his cell phone and talking to a visitor.

    The 17-year-old high school junior is ranked by a video game Web site among the best players at "Gears of War 2," in which soldiers attack the enemy with an assault rifle that has a mounted chain-saw bayonet. He says the game teaches him to think on his feet -- and that he thinks about succeeding, not slaying.

    That intrigues Microsoft.

    The software giant, which publishes "Gears of War," is studying the reactions of avid gamers to see whether video gaming can promote learning skills that carry over to the classroom.

    "We want to figure out what's compelling about the games," said John Nordlinger, head of gaming research for Microsoft. "If we can find out how to make the games fun and not make them so violent, that would be ideal."

    Microsoft has put up $1.5 million to start The Games for Learning Institute, a joint venture with New York University and other colleges. The goal of the research is to see whether video games -- and not just software specifically designed to be educational -- can draw students into math, science and technology-based programs. The institute has begun lining up middle school students to study.

    Microsoft isn't the first to explore whether video games can enhance education. For instance, researchers at the University of Wisconsin have found that playing "World of Warcraft" can encourage scientific thinking. They noted that players used math and models to handle situations in the game's fantasy world.

    Even so, groups that monitor gaming say Microsoft's entry into this research will bring needed funds and credibility. Many studies so far have focused on educational games, not shooter games.

    "There isn't a lot of good research out there," said Linda Burch, chief program and strategy officer for Common Sense Media.

    Parents also want a closer look at potential long-term psychological and sociological effects on frequent game players.



    "I would hope that the goal is to have video games that can help develop reaction and problem-solving skills, without blowing everything up in sight," said Dave Walsh, president of the National Institute on Media and the Family in Minneapolis.


    Microsoft's chief researcher, Craig Mundie, said on a visit to the company's Fargo campus that games could stimulate educational abilities by helping players develop "a higher-order cognitive capability."

    Many shooter games force players to track "how many bullets and bombs and missiles do I have, and how do I spend and where do I go get more," he said. In "Gears of War," players must navigate underground tunnels and buildings, monitor weapon systems, gauge their health and find places to take cover.

    The idea that there is broader educational value in such activities is sure to find skeptics.

    Vince Repesh, a counselor at the University of Minnesota at Duluth, said he fears that gaming is replacing education, not adding to it. He recalled a couple of students coming to him for help after they got hooked on "World of Warcraft." One student had gone from straight A's to flunking out.

    "I accused him of coming in loaded from smoking dope, he looked so bad," Repesh said. "Turns out he'd been up for 28 hours straight playing the game."

    Not all gamers develop such extreme problems.

    Shelby Cossette, 17, a junior, joined a video-gaming club at Fargo South High School. She said she wanted to meet other gamers and believes it's a good complement to academics. "I've played a lot of puzzle-solving games and they actually help sharpen my brain," she said.

    The club was started by English teacher Chuck Lang. He said he believes Microsoft is doing a good thing in researching the potential of games, even if it might benefit the company through increased sales. "Why not spread this market out?" he said. "Why not promote something where kids are having fun?"

    11:10a
    Can 'World of Warcraft' lead to worlds of wisdom?

    FARGO, N.D. -- Devin Krauter sits on the end of his bed, tapping buttons on his video-game controller to shoot down alien beasts while chatting with other players through a headset, texting on his cell phone and talking to a visitor.

    The 17-year-old high school junior is ranked by a video game Web site among the best players at "Gears of War 2," in which soldiers attack the enemy with an assault rifle that has a mounted chain-saw bayonet. He says the game teaches him to think on his feet -- and that he thinks about succeeding, not slaying.

    That intrigues Microsoft.

    The software giant, which publishes "Gears of War," is studying the reactions of avid gamers to see whether video gaming can promote learning skills that carry over to the classroom.

    "We want to figure out what's compelling about the games," said John Nordlinger, head of gaming research for Microsoft. "If we can find out how to make the games fun and not make them so violent, that would be ideal."

    Microsoft has put up $1.5 million to start The Games for Learning Institute, a joint venture with New York University and other colleges. The goal of the research is to see whether video games -- and not just software specifically designed to be educational -- can draw students into math, science and technology-based programs. The institute has begun lining up middle school students to study.

    Microsoft isn't the first to explore whether video games can enhance education. For instance, researchers at the University of Wisconsin have found that playing "World of Warcraft" can encourage scientific thinking. They noted that players used math and models to handle situations in the game's fantasy world.

    Even so, groups that monitor gaming say Microsoft's entry into this research will bring needed funds and credibility. Many studies so far have focused on educational games, not shooter games.

    "There isn't a lot of good research out there," said Linda Burch, chief program and strategy officer for Common Sense Media.

    Parents also want a closer look at potential long-term psychological and sociological effects on frequent game players.



    "I would hope that the goal is to have video games that can help develop reaction and problem-solving skills, without blowing everything up in sight," said Dave Walsh, president of the National Institute on Media and the Family in Minneapolis.


    Microsoft's chief researcher, Craig Mundie, said on a visit to the company's Fargo campus that games could stimulate educational abilities by helping players develop "a higher-order cognitive capability."

    Many shooter games force players to track "how many bullets and bombs and missiles do I have, and how do I spend and where do I go get more," he said. In "Gears of War," players must navigate underground tunnels and buildings, monitor weapon systems, gauge their health and find places to take cover.

    The idea that there is broader educational value in such activities is sure to find skeptics.

    Vince Repesh, a counselor at the University of Minnesota at Duluth, said he fears that gaming is replacing education, not adding to it. He recalled a couple of students coming to him for help after they got hooked on "World of Warcraft." One student had gone from straight A's to flunking out.

    "I accused him of coming in loaded from smoking dope, he looked so bad," Repesh said. "Turns out he'd been up for 28 hours straight playing the game."

    Not all gamers develop such extreme problems.

    Shelby Cossette, 17, a junior, joined a video-gaming club at Fargo South High School. She said she wanted to meet other gamers and believes it's a good complement to academics. "I've played a lot of puzzle-solving games and they actually help sharpen my brain," she said.

    The club was started by English teacher Chuck Lang. He said he believes Microsoft is doing a good thing in researching the potential of games, even if it might benefit the company through increased sales. "Why not spread this market out?" he said. "Why not promote something where kids are having fun?"

     

     

    11:11a
    Darkfall Online goes live

    The long awaited MMORPG “Darkfall Online,” anticipated by many during its eight years of development as the solution to the “World of Warcraft problem” - a horrifying scenario in which Blizzard continues to pour its vast riches and world class art design into its 12 million-strong MMO, dominating the MMO market for all time - went live on Feb. 26th at 9:00 a.m. GMT.

    Darkfall’s draw is supposedly its basis around “skill-based” roleplaying and combat, pioneered by Quest for Glory, Ultima Online, Asheron’s call, etc. Under this system, the level grind so lamented by WoW players (and therefore nerfed time and time again by Blizzard in their efforts to keep people from finding out that the gameplay in WoW is totally absurd) are done away with, as are developer-prescribed classes, factions, realms or PvP zones.

    Instead, the idea is that as a players make these things up themselves - as a player uses a certain weapon, spell or skill, for example, they simply get better at it. Certain skills can be learned from NPCs, others from quests, and still others require prerequisites before they can be mastered.

    PvP also involves the ability of the victor to fully loot the loser of all their gear and gold after a PK situation. Furthermore, characters will not be able to walk through one another, making choke points strategically viable. These aspects are part of Darkfall’s larger interest in logistics, strategy and politics in their world, where there are truly no “safe-zones.”

    The bad news is that the servers are currently beta, invite-only, and only to Europeans at the moment. No U.S. release date has been scheduled as of yet. As one might expect, Darkfall has been experiencing its share of bugs and server crashes during its first week, but World of Warcraft was no different.

     

    11:18a
    Massively: Behind the Curtain: Just when I thought I was out

    It's funny the things that can suck you right back in, just when you thought you were out.

    I've been feeling pretty burned out with
    World of Warcraft over the last couple of weeks, and I wasn't enjoying the feeling at all. There was a brief interlude where the Argent Tournament piqued my curiosity, so I grabbed the PTR downloader to give that a try. That lasted all of about an hour, when I realised just how long it would take me to download the files. I'm not sure if I should blame BT for my frequently crappy connection speed, or Blizzard because they can't seem to create a decent downloader. It doesn't matter really, as I can QQ about both equally.

    Then it hit me - burn out didn't need to be a bad thing. In a shocking turn of events, I decided to actually listen to our readers'
    advice, and spend some time with other MMO, and maybe try a change of pace.

     

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