GAMER!

GAMER!

Monday, April 5, 2010

Study on Good Things about Medical Simulator Education

This article talks about the good things that come of medical simulators in medical education. Not only does it take the risk away from practicing on acutal patients, but it improves the accuracy of medical professionals in their actual practice.

Article on a Bill for Medicine Simulators

This article is about a bill created to make simulators apply to medical training. It explains what the bill would be doing, and then goes into detail about the history of using robots and mannequins in medical practice training.

Thursday, April 1, 2010

ARTICLE ON MEDICINE SIMULATOR TRAINING

This article is about: (direct quotes)

High-fidelity simulation using robot-mannequins, partial-task trainers, and screen-based computer programs has emerged across specialties as an important training modality in graduate medical education, particularly in emergency medicine (EM). Simulation enables residents to diagnose and manage both common and rare diseases, practice high-risk procedures, and improve skills such as teamwork and communication in a safe learning environment.

Thursday, March 18, 2010

Media Violence May Cause Youth Violence

Clinton, Hillary R. "Media Violence May Cause Youth Violence." Greenhaven Press, 2010. Opposing Viewpoints Resource Center. Web. 18 Mar. 2010.

Hillary Clinton, current Secretary of State of the United States of America, and former Senator to the state of New York, presents research of the effects of media violence in children. She suggests that media violence contributes to anxiety, desensitization, and increased aggression among children. Clinton suggests that the popular violent video game, Grand Theft Auto, demeans the role of women and encourages violent imagination and activities. These negative effects of this popular video game scare parents, and make them prohibit the play of these video games. She also shares data that 9 out of 10 of the most popular video games sold in the United States contains video games. With 92% of all children being exposed to some form of video games in the United States, this means that nearly 83% of all adolescents in the United States are exposed to violent video games. She suggests that standards and values of video gamers should be improved so that aggression will be reduced in adolescents.

Violent Video Games Teach Children to Enjoy Killing

Grossman, Dave. "Violent Video Games Teach Children to Enjoy Killing." Greenhaven Press, 2001. Opposing Viewpoints Resource Center. Web. 18 Mar. 2010.

Dave Grossman, a retired army officer, and author of two books on media violence, testifies of the effects in children of violence in video games, to the House of Representatives Judiciary Committee on Youth Culture and Violence. He presents a collection of 2,500 studies on media violence from the National Institute of Mental Health, showing that there is a clear link between media violence and violent behavior in children. He also shares data that 16 million children have access to guns in their household. He calculated that 6/10,000ths of a percent of these people will abuse that access to a gun. He contends that although 6/10,000ths of a percent is a extremely low percentage, that it still gives a child the possibility of committing an awful crime. He suggests that gun control should be more strictly enforced, and that children should be better informed of the negative effects that guns can have.

Virtual Health

Tucker, Patrick. "Virtual Health." The Futurist 42.5 (2008): 60-61. Brigham Young University-Scholar Search. Web. 23 Feb. 2010.

In this article Patrick Tucker talks about how video games have the potential to revolutionize the training of those people going into medical fields, especially those associated with way that people going into medical fields are trained, especially those training as first responders. The players of such games are faced with different scenarios such as earthquakes, gas attacks, and other such emergencies. This type of training will be important due to the shortages in doctors and nurses, and there will be a need to recruit and train medics faster and more efficiently.


Video Gaming Is a Waste of Time

Olivia and Kurt Bruner, Playstation Nation: Protect Your Child from Video Game Addiction. New York: Center Street, 2006. Opposing Viewpoints Research Center (Gale). Web. 11 Mar. 2010.

This article includes studies of interviews of college students about their gaming habits. The authors argue that video games turn bright, success-bound young people into dull, failure-bound couch potatoes. They found this to be true, especially because video games allow people to escape from the real world and neglect their responsibilities. Other topics this article includes/can relate to are how video games trigger aggression and/or addiction.

Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention.

Russell, William D, Newton, Mark. "Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention." Journal of Education Technology & Society 11.2 (2008): 294-308. Brigham Young University-Scholar Search. Web. 23 Feb. 2010.


William Russell, from the Department of Health, Physical Education, and Recreation at Missouri Western State University, and Mark Newton, from the Department of Intercollegiate Athletics, Illinois State University did a study to examine the short-term psychological effects of interactive video game exercise in young adults and whether playing interactive and supposedly exercise-friendly video games such as the Wii Fit boost mood levels like conventional forms of exercise have been proven to be capable of. To do this they used a sample of 168 college students and broke them into three thirty groups--"interactive video game cycle ergometer exercise," "regular cycle ergometer exercise," and a "video game-only control condition." Each conditional group lasted 30 minutes and the moods of the subjects before and after their sessions were assessed. This experiment results concluded that the exercise video games did not have significantly better mood benefits compared to conventional exercise, but that the results "do support immediate affective benefits of exercise compared to sedentary activity."

The impact of video games on training surgeons in the 21st century

Cuddihy, et al. "The Impact of Video Games on Training Surgeons in the 21st Century."Archives of Surgery 142.2 (2007): 181-186. Brigham Young University-Scholar Search. Web. 23 Feb. 2010.


The authors of this article are affiliated with the departments of surgery in the Beth Israel Medical Center, New York University Medical Center, Montefiore Medical Center, Brookdale University Hospital and Medical Center, Virginia Commonwealth University, and the Department of Psychology at Iowa State University. In this article they hypothesize that there is a link between playing video games and laparoscopic surgical and suturing skills. To find out if this is true they designed an experiment that compared the correlation between the two. They also kept tract of other factors such as past video game experience, years of surgical training, number of years in practice, and the number of laparoscopic surgeries done. The result of the study revealed that there is a positive correlation between video game skill and laparoscopic surgical skills, meaning that the better a surgeon was at the video games played the more skillful they were on the operating table. They believe that "video games may help thin the technical interface between surgeons and screen-mediated applications, such as laparoscopic surgery," and that video games may be good training tools for students in the medical field.

What Can Virtual Worlds and Games Do for National Security?

Dickerson, John, Subrahmanian. "What Can Virtual Worlds and Games Do for National Security?" Science 326.5957 (2009): 1201-1202. Brigham Young University-Scholar Search. Web. 23 Feb. 2010.

The authors of this article are professors in the Department of Computer Science and Institute for Advanced Computer Studies at the University of Maryland. In this article they describe how virtual games and models are used by the military to simulate different battle scenarios and predict the outcome of each scenario. Each scenario and its possible outcomes are then analyzed to determine which has the most favorable outcome. This is beneficial because it makes for more informed decision making, and keeps costs and casualties down. The benefit of video games and simulations are not the same across the board; Games like World of Warcraft and Second Life are not beneficial because they do not model real-world situations so therefore they do not provide valuable knowledge or information.



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