This story is filed under People of Interest, Science & Technology, Video.
This segment was made available on Thursday, July 27th, 2006.

All the World’s a Video Game

(Audio Slideshow)

Produced by Thomas Kelley and Marc Phu

Video games are one of today’s most popular forms of entertainment. But what is less obvious is their increasing importance in other areas of society.

At the University of Southern California, researchers are hard at work applying video game technology to areas like education, science and the arts. The video game industry, focused on mesmerizing gamers, is simultaneously driving digital innovation.

Globally, video games brought in more than $30 billion in 2005, a number that is projected to nearly double in 2007. At the center of this electronic boom is the growing synergy between Silicon Valley and Hollywood.

But as our audio-slideshow explores, there may soon be a time when we no longer think of “video games” as just entertainment. New applications, like the virtual world, Second Life, indicate new ways to network, communicate and do business.

Related feature at KCET.org:

  • Independent Games: At the periphery of a multi-million dollar enterprise, a group of designers, programmers and activists foreshadow the emergence of an independent movement in the gaming industry.

Institutions, games and sources in this slideshow:

Video games in the press:

  • Video Game Brainwaves Used to Fight ADD, National Public Radio reports on how video games can help children and adults with attention deficit disorder. It also profiles a company that develops brainwave sensors.
  • Saving the World, One Video Game at a Time, a New York Times article about “serious,” socially conscious video games.
  • My Virtual Life, a BusinessWeek, cover story about the virtual economy within Second Life.
  • A Dose of Virtual Reality, a BusinessWeek story on how the Virtual Reality Medical Center in San Diego is using video games to help treat Iraq veterans with acute post traumatic stress disorder.
  • Dream Machines, a special Wired magazine issue that profiles new, social trends in video games. Guest editor Will Wright, the visionary behind The Sims and Spore, begins the issue with a thought-provoking introduction.
  • My Second Life as a Muckraker, in the same Wired issue, Mark Wallace, a contributing writer for the New York Times, reports on his experiences as an “embedded journalist” in Second Life.
  • You Play World of Warcraft? You’re Hired! USC professors John Seely Brown and Douglas Thomas, look at work versus play in today’s high-tech office.

Additional resources:

All images by Thomas Kelley and Marc Phu, unless specified

Some of the images are courtesy of the following:

Leave a Comment

Comment on this story