Trend

Games as Practice: A Trend of Pattern Recognition

Pattern Recognition > Games as Practice
Games as Practice
Gaming platforms become critical training areas for work, problem-solving, and learning. A genre of “serious games”—aimed at education, professional training, cultural immersion, cognitive fitness, and exploring ideas—is expanding the practice of gaming beyond entertainment for youth. Games are not solely digital—many emerging games utilize hand-held mobile technologies to supplement and encourage face-to-face interactions. Blending play, research, and collaboration, games will become a medium and literacy in many facets of life.

Ways to Start Taking Action
  1. Explore how the forecast for 3D web technoogies, applications, and markets impact your organization at Metaverse Roadmap

  2. Use social impact and education games with your students at Games for Change

  3. Participate in the world's first massively multiplayer forecasting game, SuperStruct

  4. Stay up to date on the use of games in health, education, training, and public policy at SeriousGames

Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks the differences in the increased level of engagement and optimism students have with games over the classroom.


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Associated Topic:
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Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks about the […] Expand for Continued Reading

Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks about the differences in the increased level of engagement and optimism students have with games over the classroom.

Associated Topic:
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Added: January 23, 2009

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