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Massive study of video games for learning offers good news about the future of safety education

Video games are often advocated as educational tools that can increase students' knowledge through entertainment. Published studies about the effectiveness of video games in education and training are limited in both the number and diversity of participants, lacking the robust evidence that needs a very large, varied, worldwide sample.

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How Riot Games' board game Tellstones weaponizes memory

No more than six minutes into the game we were accusing one another of blatant cheating and resorting to pot shots about memory loss. As I paced back and forth in the bedroom, my pride wounded and my dear wife cackling triumphantly in the living room, I asked myself: how can one simple game like this provoke such a reaction? Sure, I don't like losing, and plenty of board games are rage-inducing, but this hit different.

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Why neural networks struggle with the Game of Life 

Despite its simplicity the Game of Life remains a challenge to artificial neural networks, AI researchers at Swarthmore College and the Los Alamos National Laboratory have shown in a recent paper. Titled, "It's Hard for Neural Networks To Learn the Game of Life," their research investigates how neural networks explore the Game of Life and why they often miss finding the right solution.

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How Can Videogames Help You in Real Life

Although most teenagers’ parents assume that videogames are just bad distractions from the important things in life, there is evidence out there that suggests otherwise. Of course, gaming for long hours every day isn’t good for your mind or body, but in moderation, gaming has been said to have some amazing benefits for learning and cognitive ability. In this blog you will learn three main ways that video game skills can help you in real life, transferring your hangout hobby into an actual life skill which can be used practically too.

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"What Makes A Good Board/Card Game Rulebook?" Live Presentation

This panel will review game rulebooks in depth. It will cover the purpose of your rulebook; striking a balance; and the process of writing and revising the rulebook. The structure of the rulebook will be covered from different sections including statistical information, components, theme, overview, setup, core loop, and game end. The way that you organize the contents of this rulebook is important for informing the player experience. Your voice in how you write your rulebook is as important as testing it out with your playtesters. Finally, edge cases; applications of rule books for games based learning; and action steps for writing your rulebook will be covered in detail.

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Hands On: Melodics turns learning musical concepts into a game

Turn learning core concepts of music composition into a seriously addictive game with Melodics. Don't worry - Melodics is here to gamify all the essential core concepts and teach you how to keep rhythm, play popular styles of drum beats, and even how to improvise like a pro. If you've ever played a rhythm game, like Dance Dance Revolution, Guitar Hero, or Rock Band, you'll already understand how Melodics works.

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Rules are meant to be broken

Early in the design of Cartographia, we had a problem about players hoarding cards: it's a bad strategy, but every now and then a player would try it and ruin the night for everyone else by limiting their access to specific cards, slowing the game economy, and opening their own options to such degree to cause monumental AP. All of that would turn a brisk 75 minute game into a 3 hours slog.

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Why brands are moving from gamification to gaming

In the pursuit of stand-out, engaging propositions, loyalty marketers have been turning to gamification, but that is now evolving into actual gaming for some of the world's biggest brands. In The WARC Guide to Marketing in the Gaming Ecosystem, Natasha van der Pas, Senior Strategist at Wunderman Thompson, explains that the motivation to participate in a loyalty programme closely resembles that of gaming - it's about the thrill of the win.

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Video games can add to kids’ learning during COVID-19 pandemic

Keeping in line with existing curricula, I will highlight how five subjects can benefit from video games in the classroom: English, math, science, history and physical education. A recent survey from the United Kingdom's National Literacy Trust has shown that more than 35 per cent of children who play video games believe they are better readers; the study also found that more than half of the participants read and write materials related to gaming at least once per month.

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