Medical teaching software (such as iMedic,a program program creates a 3D
X-ray that allows doctors to examine the body from every angle) exemplifies how
the video gaming industry has penetrated academia. The Washington Post reported
that several video game companies have switched from the entertainment industry
to focus solely on what they call "serious games." Breakaway Games, just outside
of Baltimore, has been developing training games for the last three years. Their
clients include the University of Maryland, Johns Hopkins, and the Medical
College of Georgia.
"The sentiment to use games in learning has always existed," said Ben
Sawyer, president of Digitalmill and co-founder of the Serious Games Initiative
and one of its offshoots, the Games for Health Project. Flight simulators,
computerized war games and practice space stations have been used for decades to
train pilots, soldiers and astronauts. "What's changing drastically now is the
capability to inject much more robust and usable applications in the form of
video games and computer simulations into these environments like never before."
At the University of Maryland Medical Center, Gyusung Lee, assistant
professor of surgery, oversees a research project with similar goals but
different means. In the lab where iMedic is run, Lee employs
motion-capture technology -- used to create "Madden Football" and "The
Lord of the Rings"-- to study the movements of experienced surgeons. A
platform that functions like a large Wii Fit board captures a surgeon's
every move. A vest and motion sensors are attached to the surgeon's body
and arms. Video game developers use this method to record the movements
of football and basketball players in creating a library of motions
from which gamers can choose.
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