Art and Science (04:22)
Games can be reduced to their perceived efficacy for solving human problem; this is akin to conflating cuisine with nutrition. By appreciating aesthetics for their own sake, scientists can better understand play and human potential.
Play Therapy (03:45)
John Krakauer’s team has designed a therapy game for neurologically disordered patients that doubles as a research tool. The difference between cognition and motor skills is negligible at the neurological level.
Zimmerman’s Background (05:09)
Eric Zimmerman’s portfolio is extensive after designing games for the past 20 years. Teaching game design is an opportunity to bridge science and humanities fields.
Zimmerman’s Work (04:16)
Eric Zimmerman has designed large-scale interactive games for the Museum of Modern Art and co-founded the Institute of Play in New York City. Conflict is an intrinsic part of gaming.
Focus on Movement (03:15)
Humans are obsessed with watching and experience movement. Gaming is a new way to understand and exploit our desire to be in motion.
Cognitive Effects (04:35)
Research into rats and barn owls confirms that challenge is pleasurable and stimulates learning mechanisms. Specified gaming does not have a far transfer effect compared to games that children play.
Gaming Therapy (04:29)
A simulated dolphin game may provide physical therapy for patients with brain injuries. A graduate student tests the game (not shown) while Krakauer describes high-level intention.
Gaming and Therapeutic Benefits (06:28)
Hear audio of stroke victims working with a therapeutic game; they had powerful experiences. A team of artists and software architects created a smartly designed game.
Gaming Immersion (04:08)
Game players experience identification and comprehension on multiple levels. Similarly to puppetry, narrative characters are avatars that can be experienced fully while maintaining awareness.
"Five Fingers" (07:36)
Neuroscientists do not understand why humans express genuine emotional response for fictionalized characters. The audience plays a game.
Play and Progress (07:01)
Play and creativity paradoxically emerge out of rule-bound game systems. The idea of play without a progressive imperative is revolutionary.
Reward Circuitry (07:49)
Neuroscientists are limited in their understanding of reward, punishment, and behavior. Early studies show that motivation and rewards enhance performance without rote practice.
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