The game tests your moral fortitude. Dr. Trolley’s Problem brings the classic philosophical quandaries of the trolley problem to life and asks you to make life or death decisions on the fly. Explore your moral fiber in ways you never imagined (or asked for)! I’ve created 50 situations that are all based on the famous trolley problem, with more coming.
Dr. Trolley’s problem is available for both Mac and PC.Check it out.
Violent video games get attacked a lot. Media and news companies are quick to blame the influence video games have on youth to be the reason that youth commit acts of violence. This is not the case though. Every year there is more evidence that it’s not true that violent entertainment leads to real-world violence. In fact, it can be stingily argued that playing violent video games can be a good thing in your life.
First, an international research team from the USA and Canada found that by playing a game together we can change attitudes of players towards others. They had people kill zombies with someone who the player thought was from the States (and in the USA they thought they were playing with a Canadian).
The research concluded that having people play with someone they thought was from another country increased player’s opinion of people from said country.
Some entrepreneurs in Vancouver have discovered that there are not enough games designed specifically for women and they are looking to change that.
As a game designer myself, I think that this is a great thing to see!
Few mainstream video games are made — or marketed — with women in mind, even though nearly 40 per cent of video game players in the United States and Canada are female. The likely reason? Few women are actually designing the games.
Brenda Bailey Gershkovitch and Kirsten Forbes hope to ride to the rescue. Last July, the two Vancouverites launched Silicon Sisters, the first game development studio in the country owned and run by women. It is unique in its mission to design games for young girls from a female perspective.
Their first game, School 26, launches in early spring on computer and portable Mac devices. It’s a role-playing game in which players act as a high school student who helps peers with personal and school-related problems.
People who have been paralyzed (from a stroke or spinal injury) now have a new tool to help them regain control over their hands and arms thanks to a Canadian researcher. A wand that stimulates muscles using electricity combined with a video game has produced impressive results.
“We can now offer people with spinal cord injury and stroke continued therapy for many weeks in their homes,” said the device’s designer, Arthur Prochazka.
Physiotherapist Su Ling Chong works with patients for an hour each day. Using a videoconferencing link, she sees and talks to them and is able to gauge their progress accurately.
“We get the user to go through the range [of movement], and it actually records how strong their grip is, how much their range is, and then from there we can modify the games to challenge them even more.”
The five-week program required Alex to spend up to an hour a day on a computer, pitting his wits against a robot. Among other exercises, the robot blinked out sequences of flashing lights that Alex was required to replicate.
The program made a dramatic difference in Alex’s ability to concentrate, remember and act on daily chores, his mother says.
“I noticed it immediately,” said George, 47, who lives with her physician husband in Santa Rosa Valley, California. “The program was like a game and my son was loving it.”
Cogmed is part of an emerging brain fitness software industry that could expand rapidly as aging baby boomers seek ways to stave off dementia and Alzheimer’s disease.
The size of the U.S. market for brain stimulation products — which can range from games such as Nintendo Co Ltd’s Brain Age to programs backed by research showing they can improve memory or other cognitive functions — more than doubled between 2005 and 2007 to $225 million, according to a new report by the consulting group SharpBrains.
Just as baby boomers’ desire to delay cardiovascular and ot