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	<link>http://wisdomgames.co.za</link>
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		<title>Ineractive Video demo</title>
		<link>http://wisdomgames.co.za/?p=81</link>
		<comments>http://wisdomgames.co.za/?p=81#comments</comments>
		<pubDate>Mon, 03 Aug 2009 00:00:00 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[In Development]]></category>
		<category><![CDATA[Industry Comment]]></category>

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		<description><![CDATA[In several of the projects we are working on for our clients at the moment we are embedding video content into the 3D Virtual Environment.
Today I came across this video demo of an interactive video from a company called Yellowbird in the Netherlands.  While Google street view offers a similar experience the key difference [...]]]></description>
			<content:encoded><![CDATA[<p>In several of the projects we are working on for our clients at the moment we are embedding video content into the 3D Virtual Environment.</p>
<p>Today I came across this video demo of an interactive video from a company called <a href="http://www.yellowbirdsdonthavewingsbuttheyflytomakeyouexperiencea3dreality.com/about_yb" target="_blank">Yellowbird</a> in the Netherlands.  While Google street view offers a similar experience the key difference with this tool is that it is a streaming video rather than stills that are laced together within an interactive viewer.</p>
<p>We look forward to having video content like this being more freely available.  It will make the environments we create for our clients that much more immersive.</p>
<p><object id="yellowBird" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="262" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="align" value="middle" /><param name="quality" value="high" /><param name="bgcolor" value="#869ca7" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /><param name="src" value="http://www.yellowbirdsdonthavewingsbuttheyflytomakeyouexperiencea3dreality.com/Gallery/Demo/yb.swf" /><param name="name" value="yellowBird" /><param name="allowfullscreen" value="true" /><embed id="yellowBird" type="application/x-shockwave-flash" width="425" height="262" src="http://www.yellowbirdsdonthavewingsbuttheyflytomakeyouexperiencea3dreality.com/Gallery/Demo/yb.swf" name="yellowBird" wmode="transparent" allowfullscreen="true" allowscriptaccess="always" bgcolor="#869ca7" quality="high" align="middle"></embed></object></p>
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		<title>Content is king in the land of the virtual</title>
		<link>http://wisdomgames.co.za/?p=80</link>
		<comments>http://wisdomgames.co.za/?p=80#comments</comments>
		<pubDate>Mon, 13 Jul 2009 07:56:24 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Industry Comment]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=80</guid>
		<description><![CDATA[This report was forward to us by a client.&#160; It is a good summary of some of the discussion and debate that was stimulated at the recent Apply Serious Games Summit in London.
Content is king in the land of the virtual
Posted by Jon Wilcox
in Learning technologies 
Social networking websites like Twitter and Facebook may be [...]]]></description>
			<content:encoded><![CDATA[<p>This report was forward to us by a client.&nbsp; It is a good summary of some of the discussion and debate that was stimulated at the recent Apply Serious Games Summit in London.</p>
<p><span style="font-weight: bold;">Content is king in the land of the virtual</span><br />
Posted by Jon Wilcox<br />
in <a href="http://www.trainingzone.co.uk/taxonomy/term/14">Learning technologies</a> </p>
<p>Social networking websites like Twitter and Facebook may be the current darlings of the mainstream media, but there’s an even greater revolution taking place in the underbelly of the web. The application of virtual worlds for business communication and learning is becoming increasingly prevalent, driven further forward in recent months by the current global economic crisis. It may be a sector that’s gaining further traction, but all the more important is that at present, there’s little standardisation to be found: the rules and guides are still in the formative stages. At the recent Apply Serious Games and Virtual Worlds forum in London, some of the leading companies and individuals outlined their thoughts on what the future holds.</p>
<p>A genuine crucible of debate, the summit offers a glimpse at the frontier of a new and evolving future, and was hindered only by a rushed schedule. Debate covers topics like the cementing of future industry standards, the evolution of Second Life, and even whether ‘serious games’ should even be referred to as ‘games’ because of the inevitable association with having fun!<br />
&nbsp;</p>
<p><span style="font-style: italic;">“Collaboration is not defined by the office anymore. Ideas and innovation happen all around us; technology is an enabler and unifier, and we need new spaces of operation.”.</span><br />
&nbsp;&nbsp;&nbsp; Justin Bovington, Rivers Run Red</p>
<p>Utilising new and exciting technology has always proved a huge attraction; if that wasn’t the case then humanity would still be stuck in a cave. However, it’s important to realise that to use technology for the sake of technology, is a mistake. At the summit, Justin Bovington of creative marketing agency, Rivers Run Red, highlights his thoughts on the direction immersive virtual environments should take in the corporate world: “Collaboration is not defined by the office anymore,” he comments. “Ideas and innovation happen all around us; technology is an enabler and unifier, and we need new spaces of operation.”</p>
<p>For Bovington, whose clients include Adidas, Vodafone, EMI, and Disney, such environments need to be less about technology and the avatar (virtual representations of participants), and more about storytelling and ‘mise-en-scene’. In other words, everything in the virtual environment needs context and is there for a reason, rather than cause a distraction from the true purpose of being in the artificial environment. It means that back-end data can be represented in the virtual world, adding value and context, and manipulated by avatars to enhance understanding &#8211; people have to adapt to new ways of thinking, says Bovington:&nbsp; “One of the challenges we found in change management is not getting people to use virtual worlds, it’s about changing the way they work, the way they think.”</p>
<p><span style="text-decoration: underline;">Second Life</span><br />
It all sounds a far cry from some of the virtual environments currently produced, which recreate corporate boardrooms just so an embedded PowerPoint presentation can send participants (both real and virtual) into a bored stupor.<br />
The recession and increasing green concerns have both had a knock-on effect for business travel, as companies look to slash costs. So the tangible ROI of virtual environments is therefore an attractive proposition, allowing businesses to reduce the need for travel, and the development of immersive training. Bovington explains such is the level of revolution currently underway, that the ‘Institute of Travel Management’ recently changed its name to the ‘Institute of Travel and Meetings’, reflecting current trends.</p>
<p>Many companies using virtual worlds still use Linden Labs’ Second Life, though security issues remain one of the key barriers to the application truly becoming a mainstream standard. One solution is to release a version of Second Life on an optical disc, something its developers are currently beta testing. Aimed at the enterprise sector, this on-premise edition of Second Life can be utilised behind corporate firewalls, adding a layer of security unavailable on the current ‘live’ version. However, simply having the tools to create virtual worlds doesn’t mean that companies should forget about content. In fact, the drive towards a strong implementation of content for eLearning and virtual communication runs across many of the seminars of the day; acting like a mantra woven through the agenda, ‘content’ has became the hot word.</p>
<p>Steve Prentice, a fellow and chief researcher at Gartner, defines content as key to promoting the successful use of virtual worlds and serious games alike (Prentice is behind the ‘serious games shouldn’t be called games’ debate.) Dispelling the notion that future communication and eLearning should rely upon Second Life-style 3D environments, Prentice argues that: “Very few applications need that 3D workspace&#8230;3D is important when context is important.”</p>
<p>&nbsp;<br />
He adds:“Compelling content drives involvement and drives learning&#8230; [there should be a] focus on need, not technology or avatars!” In an apparent elbow to the ribs, Prentice also comments on the lack of creativity by companies using virtual worlds to promote learning and communication: “Why build a conference room in 3D when you can be and do anything?”<br />
More than a fair point to make, and many would agree.<br />
&nbsp;</p>
<p><span style="text-decoration: underline;">Utilising virtual worlds</span><br />
How virtual worlds can be utilised by corporations in an effective manner is high on the agenda. Rob Edmonds of SRIC, identifies what he regards as the four major virtual world applications with the greatest appeal so far for companies:<br />
&nbsp;<br />
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Meetings<br />
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Learning and training<br />
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Collaborative work<br />
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operational applications</p>
<p>Edmonds’ list includes what Prentice later describes as the ‘killer application’ for virtual worlds: collaborative work. Comparing the current status of virtual world usage on a corporate level to Geoffrey A. Moore’s Crossing the Chasm (which deals with the technology adoption life cycle), Edmonds peeks at the multiple futures and possible structures virtual worlds will have. Will there be a de facto standard (currently, Second Life appears to fulfil this); will there be a ‘grand unified’ structure of multiple standards communicating between each other; or will the Web become the hub in a manner to current IT structures?</p>
<p>The identification of collaborative work as the killer application marks a significant shift in how virtual worlds will increasingly become utilised by companies. Prentice recognised 18 months ago that training was the killer application for virtual worlds; now, thanks to restrictions caused by the recession, training budgets have been slashed – and therefore, so has the pace of elearning development. A tougher stance on business travel, again caused by the current climate, is unlikely to recede even after the recession ends, according to the Gartner researcher. Yet the need for collaborative work remains, and so virtual worlds step in. That’s not to say training and elearning won’t continue to grow in the future, far from it. The evolution of elearning in virtual environments will continue regardless, but at a slower pace for the duration of the recession.</p>
<p>Despite a decidedly frosty reception towards Prentice following his jibe towards the ‘serious games’ moniker, his call for metrics &#8211; allowing companies to measure the success of virtual learning sessions &#8211; proves a generally agreed upon point. The ability to judge a participant’s involvement in a session has to be implemented, otherwise how can companies assess the virtues of the virtual world? The simple answer is to add metrics, whether in the form of quizzes, or adding game-like objectives to complete. Such functionality is already available in many examples of serious gaming, with some demonstrated at the Apply Serious Games summit itself.</p>
<p>For instance, Incredible Sims’ SubSafe Simulator was commissioned for the Royal Navy, as a means to educate users on the locations of everything from first aid kits to emergency exits. An accurate recreation of one of the Navy’s subs, the sim allows users to wander around the corridors and examine items as a virtual sandbox. From there the serious game offers a selection of metrics, including a time limit mode, to test ‘player’ recall of various items in the quickest time possible.&nbsp; Such implementation seems key going forward, as virtual worlds offer a safe environment for training across a broad spectrum of scenarios. Expect metrics to feature increasingly heavily in the coming years, as the sector matures.</p>
<p>Build a banal office space &#8211; or a fantasy landscape with giant daisies and purple trees in Second Life? Harness 3D applications to learn emergency procedures on a submarine; or just play World of Warcraft as an alternative networking tool to golf? For now, the elearning and online communications landscape remains a playpen of ideas and notions, and won’t mature in the short-term. What’s more important however, is for companies to hold tightly onto the truth: that PowerPoint presentations held in a virtual environment don’t make them any more compelling.&nbsp; After all, it’s about the content. </p>
<p>  <!-- technorati tags begin -->
<p style="font-size:10px;text-align:right;">Tags: <a href="http://technorati.com/tag/SeriousGames" rel="tag">SeriousGames</a>, <a href="http://technorati.com/tag/%20Apply%20Serious%20Games%20Summit" rel="tag"> Apply Serious Games Summit</a>, <a href="http://technorati.com/tag/%20virtual%20worlds" rel="tag"> virtual worlds</a></p>
<p><!-- technorati tags end --></p>
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		<title>Games make you Smarter</title>
		<link>http://wisdomgames.co.za/?p=79</link>
		<comments>http://wisdomgames.co.za/?p=79#comments</comments>
		<pubDate>Mon, 06 Jul 2009 11:03:58 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[In the Media]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=79</guid>
		<description><![CDATA[We recently came across this post.&#160; It is useful in the connections it makes, not just between games and performance but also because of the connection at the end with Baby Boomers.
At Wisdom Games we have kept Baby Boomers as a core part of our business philosophy and value proposition.&#160; We are often looked at [...]]]></description>
			<content:encoded><![CDATA[<p>We recently came across this post.&nbsp; It is useful in the connections it makes, not just between games and performance but also because of the connection at the end with Baby Boomers.</p>
<p>At Wisdom Games we have kept Baby Boomers as a core part of our business philosophy and value proposition.&nbsp; We are often looked at as if we have lost our &#8216;business minds&#8217; by connecting boomers and gaming.&nbsp; But, as more articles and online posts come out indicating these links we see our value proposition cemented and vindicated.</p>
<p>The post is below but you can also read it in context at <a href="http://www.neurosciencemarketing.com/blog/articles/video-games-smarter.htm#more-469">www.neurosciencemarketing.com</a></p>
<h2 class="post-title"><a href="http://www.neurosciencemarketing.com/blog/articles/video-games-smarter.htm" rel="bookmark" title="Permanent Link: Video Games Make You Smarter… Really!">Video Games Make You Smarter… Really!</a></h2>
<p> Posted by Roger Dooley</p>
<p>Can video games make you a better air traffic controller? How about a better surgeon? And, for the huge demographic bubble of baby boomers, can video games keep you cognitively sharp into old age?
<p>Continuing our focus on brain fitness this week (see also <a href="http://www.neurosciencemarketing.com/blog/articles/nap-for-success.htm">Nap for Success</a>), here’s another surprising research finding: video games make you smarter!  And not just any video games like the sedate <em>Tetris</em>… it’s the action-packed shoot-em-ups like <em>Unreal Tournament</em> and <em>Counter Strike</em> that work best.  Specifically, visual search skills were dramatically better in hard-core gamers compared to non-gamers:</p>
<blockquote><p>In the experiment all of the participants in the Bavelier-Green study rest their heads on a chin rest and stare at a square in the center of a computer screen. Randomly a target… flashes at one of twenty four possible locations on the screen. Immediately the screen is flooded for about a second with a clutter of circles, squares, and lines. Finally, the screen goes blank and the participants are asked to remember where the target had originally appeared on the screen. <strong>Regular video-game players do this with about 80% accuracy, while nonplayes get ti right only about 30% of the time.</strong>  [From <a href="http://www.amazon.com/gp/product/1594488738?ie=UTF8&amp;tag=neurosciencem-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1594488738">Think Smart: A Neuroscientist’s Prescription for Improving Your Brain’s Performance</a><img src="http://www.assoc-amazon.com/e/ir?t=neurosciencem-20&amp;l=as2&amp;o=1&amp;a=1594488738" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" height="1" width="1" /> by Richard Restak (emphasis added).]</p>
</blockquote>
<p>A second experiment showed that even non-gamers could do much better on the test after a mere month of game play. Clearly, if you are hiring air-traffic controllers, it would be good to know if they are serious gamers. And it’s not just that occupation…</p>
<h3>Doctor, What’s Your High Score on <em>Metal Gear</em>?</h3>
<blockquote><p>Surgeons who play video games more than three hours per week commit 37 percent fewer errors in the operating room, are 27 percent faster at laparoscopic skills… and are 33 percent faster at suturing than surgeons who don’t play video games.</p>
</blockquote>
<h3>Boomer Bonus</h3>
<p>Based on research on aging brains, Restak also suggests that playing action games may be better at preventing cognitive decline than “brain fitness” programs. It’s not that puzzles and brain teasers are ineffective, but rather that video games are infinitely more engaging and far more likely to keep the user playing over weeks or months. (Restak does caution that games featuring excessive and random violence like the Grand Theft Auto series might improve cognitive skills but also might have negative consequences as well.)</p>
<p>So, the news is good: spend some time with your Xbox 360, Playstation 3, or WII… you won’t have to feel guilty, because you’ll be stimulating your brain, improving your cognitive skills, and maybe even staving off the effects of Alzheimers. </p>
<p>   <!-- technorati tags begin -->
<p style="font-size:10px;text-align:right;">Tags: <a href="http://technorati.com/tag/seriousgames" rel="tag">seriousgames</a>, <a href="http://technorati.com/tag/%20baby%20boomers" rel="tag"> baby boomers</a>, <a href="http://technorati.com/tag/%20" rel="tag"> </a></p>
<p><!-- technorati tags end --></p>
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		<title>&#8216;Did video games make bankers more reckless?&#8217;</title>
		<link>http://wisdomgames.co.za/?p=78</link>
		<comments>http://wisdomgames.co.za/?p=78#comments</comments>
		<pubDate>Fri, 19 Jun 2009 07:03:52 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Industry Comment]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=78</guid>
		<description><![CDATA[This interesting article was posted on Wired Magazine&#8217;s UK site.&#160; 
Computer gaming has been blamed for many things&#8230;. but now it is even being blamed for the current global financial crisis.&#160; Whatever next?
The text of the article is visible below.&#160; Or, it can be read in its original context by clicking on the Wired icon [...]]]></description>
			<content:encoded><![CDATA[<p>This interesting article was posted on Wired Magazine&#8217;s UK site.&nbsp; </p>
<p>Computer gaming has been blamed for many things&#8230;. but now it is even being blamed for the current global financial crisis.&nbsp; Whatever next?</p>
<p>The text of the article is visible below.&nbsp; Or, it can be read in its original context by clicking on the Wired icon below.<br />
<a href="http://www.wired.co.uk/wired-magazine/archive/2009/05/start/susan-greenfield-%27did-video-games-make-bankers-more-reckless%27.aspx" title="Wired.co.uk - the stories, ideas and people that are changing the world"><img alt="Wired.co.uk - the stories, ideas and people that are changing the world" src="http://www.wired.co.uk/_/media/wired-logo_UK.gif" border="0" /></a></p>
<p><font size="4"><span style="font-weight: bold;">Did video games make bankers more reckless?</span></font><br />
By Susan Greenfield&nbsp;<br />
27 May 2009</p>
<p>Let me start with a bold hypothesis, a speculation relevant to these parlous times. What if the recent wave of recklessness among bankers was due, in part, to the fact that the younger generation has been brought up in two dimensions – subjected to prolonged time in front of a screen, immersed in the world of computer games?</p>
<p>As a neuroscientist, my take on risk is to study abnormal neurological situations where a patient presents with unusually reckless behaviour. Perhaps the first example concerns one Phineas Gage. In the 19th century, Gage was the foreman of a railway gang in the US responsible for clearing ground to lay track. He was the man who had to push explosives deep into the ground with a “tamping iron”, prior to ignition. On one fateful day in Vermont, the explosive detonated prematurely, driving the tamping iron into Gage’s forehead. Amazingly, Gage came around quickly and, even more surprisingly, seemed to exhibit no impairment either to his speech or his movements, despite the fact that he had a huge hole through the frontal part of his brain.</p>
<p>It was only after Gage went back to work a few months later that a clear change began to manifest itself. Instead of being gregarious and friendly, a team player, Gage was now significantly much more reckless. Gage’s story and other cases of brain damage suggest that reckless behaviour may be linked to a compromised or under-active prefrontal cortex, a part of the brain that is extremely well-developed in humans.</p>
<p>Let’s extend the line of thought here. Children take risks; the prefrontal cortex is the part of the brain that develops last, in teenage years. In schizophrenia there is an under-functioning of the prefrontal cortex and (among many other things) enhanced levels of risktaking. Another group that seems to have nothing in common with either children or schizophrenics is the obese. However, it has been shown that the higher the body mass index (BMI), the lower the metabolic activity of the prefrontal cortex. Obese subjects in another study have been shown to take greater risks when gambling than their thinner counterparts. We might venture that these disparate groups all have in common an under-functioning prefrontal cortex, and are all taking greater risks.</p>
<p>But why? My own thinking is that anyone eating knows the consequence of eating, anyone gambling knows exactly what may happen, but that in each case, each group is putting a premium on the here and now at the expense of the consequences. After all, children tend to be more engaged with the immediate, not least because they lack the hinterland of a substantial past or awareness of a future. And schizophrenic patients often feel very overpowered by their environment. </p>
<p>We could almost draw a connection between the under-functioning of the prefrontal cortex and a switch from the normal adult preoccupation with the past and the future. But why suggest that a here-and-now mentality will be more dominant in people who are overexposed to computer gaming? Well, the screen mandates short attention spans with a premium on the senses, as the multimedia sights and sounds flash before you. What you see is what you get, and the whole point is the experience of playing. When you rescue the princess, it’s to deliver the thrill of solving a problem – the princess is just a kind of end-point. The screen world is one where you can always play the game again, where there are no irreversible consequences.</p>
<p>So here’s my reasoning: first, reckless behaviour is related to a mindset where the prefrontal cortex under-functions, and a premium consequently shifts to the excitement and thrill of the here and now. Second, our brains are shaped by the environment. Third, if the screen culture creates a world dominated by sensation and process rather than by content, significance and narrative, it may well be that those playing computer games have brains that adjust appropriately. </p>
<p>An experiment crying out to be done, in my view, is to scan the brains of those who have been playing computer games for many years to see if their prefrontal cortex is less active than in age-match counterparts who haven’t. If so, might that account for our current financial mess? Probably not entirely. But remember, you heard it here first.</p>
<p><span style="text-decoration: underline;">Microbiography</span><br />
Susan Greenfield’s research is focused on brain physiology and she has written several popular-science books about the brain and consciousness. She was created a life peer in 2001 and is director of the Royal Institution.</p>
<p>  <!-- technorati tags begin -->
<p style="font-size:10px;text-align:right;">Tags: <a href="http://technorati.com/tag/Computergaming" rel="tag">Computergaming</a>, <a href="http://technorati.com/tag/%20neuroscience" rel="tag"> neuroscience</a>, <a href="http://technorati.com/tag/%20financial%20crisis" rel="tag"> financial crisis</a>, <a href="http://technorati.com/tag/%20risks" rel="tag"> risks</a></p>
<p><!-- technorati tags end --></p>
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		<title>Online Divorce &amp; Virtual Murder</title>
		<link>http://wisdomgames.co.za/?p=48</link>
		<comments>http://wisdomgames.co.za/?p=48#comments</comments>
		<pubDate>Sun, 26 Oct 2008 09:54:29 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=48</guid>
		<description><![CDATA[A variety of newswires carried this story that sounds like it was written by a modern day Agatha Christie Online divorcee jailed after killing virtual hubby
The full story can be read below, or it can be read at the original Associated Press source by following the link above.
There have been other real life crimes connected [...]]]></description>
			<content:encoded><![CDATA[<p>A variety of newswires carried this story that sounds like it was written by a modern day Agatha Christie <a href="http://hosted.ap.org/dynamic/stories/A/AS_JAPAN_AVATAR_MURDER?SITE=ILROR&amp;SECTION=HOME&amp;TEMPLATE=DEFAULT">Online divorcee jailed after killing virtual hubby</a></p>
<p>The full story can be read below, or it can be read at the original Associated Press source by following the link above.</p>
<p>There have been other real life crimes connected to virtual activity, some of which are mentioned at the bottom of this article.&nbsp; The ones that stick out, however, are those that are motivated, or driven, by a response to an emotional experience in a virtual environment &#8211; like this woman&#8217;s &#8216;killing spree&#8217;.</p>
<p>Effective change management requires that the change process be dealt with on both an emotional and cognitive level.&nbsp; Most change management methodologies and processes are very cognitive and process orientated, tending to miss [or ignore] the critical emotional component.&nbsp; </p>
<p>At Wisdom Games we believe that change management is one of the business strategies that can be enabled and improved with the addition of game-based business simulations into the process.&nbsp; The various stories staring to do the rounds that are similar to the one we have referenced here, highlight that computer gaming will enable the not only the process, but also the emotional elements of effective change management.</p>
<p><br style="font-weight: bold;" /><a href="http://www.ap.org/" title="AP Associated Press"><img style="width: 198px; height: 49px;" alt="AP Associated Press" src="http://www.ap.org/media/images/logo.gif" border="0" /></a><br />
<span style="font-weight: bold;">Police jail woman accused of killing digital husband in role playing game after online divorce</span></p>
<p>By MARI YAMAGUCHI<br />
Associated Press Writer</p>
<p>TOKYO (AP) &#8212; A 43-year-old Japanese woman whose sudden divorce in a virtual game world made her so angry that she killed her online husband&#8217;s digital persona has been arrested on suspicion of hacking, police said Thursday.</p>
<p>The woman, who is jailed on suspicion of illegally accessing a computer and manipulating electronic data, used his identification and password to log onto popular interactive game &#8220;Maple Story&#8221; to carry out the virtual murder in mid-May, a police official in northern Sapporo said on condition of anonymity, citing department policy.</p>
<p>&#8220;I was suddenly divorced, without a word of warning. That made me so angry,&#8221; the official quoted her as telling investigators and admitting the allegations.</p>
<p>The woman had not plotted any revenge in the real world, the official said.</p>
<p>She has not yet been formally charged, but if convicted could face a prison term of up to five years or a fine up to $5,000.</p>
<p>Players in &#8220;Maple Story&#8221; raise and manipulate digital images called &#8220;avatars&#8221; that represent themselves, while engaging in relationships, social activities and fighting against monsters and other obstacles.</p>
<p>The woman used login information she got from the 33-year-old office worker when their characters were happily married, and killed the character. The man complained to police when he discovered that his beloved online avatar was dead.</p>
<p>The woman was arrested Wednesday and was taken across the country, traveling 620 miles from her home in southern Miyazaki to be detained in Sappporo, where the man lives, the official said.</p>
<p>The police official said he did not know if she was married in the real world.</p>
<p>In recent years, virtual lives have had consequences in the real world. In August, a woman was charged in Delaware with plotting the real-life abduction of a boyfriend she met through &#8220;Second Life,&#8221; another virtual interactive world.</p>
<p>In Tokyo, police arrested a 16-year-old boy on charges of swindling virtual currency worth $360,000 in an interactive role playing game by manipulating another player&#8217;s portfolio using a stolen ID and password.</p>
<p>Virtual games are popular in Japan, and &#8220;Second Life&#8221; has drawn a fair number of Japanese participants. They rank third by nationality among users, after Americans and Brazilians.</p>
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		<title>US Army uses games to prevent suicide</title>
		<link>http://wisdomgames.co.za/?p=47</link>
		<comments>http://wisdomgames.co.za/?p=47#comments</comments>
		<pubDate>Fri, 17 Oct 2008 12:16:09 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[In Development]]></category>
		<category><![CDATA[Industry Comment]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=47</guid>
		<description><![CDATA[
The US army&#8217;s use of the game Americas Army to facilitate its Public Relations and recruitment activity is well known. 
Games that deal with the emotions war is an excellent article from EDGE that shows how the US Army has expanded its use of gaming to include the emotional side of being a soldier.&#160; Taken [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://images.google.com/images?um=1&amp;hl=en&amp;safe=off&amp;q=americas+army+logo&amp;revid=399950489&amp;sa=X&amp;oi=revisions_inline&amp;resnum=0&amp;ct=broad-revision&amp;cd=1" title=""><img style="width: 88px; height: 88px;" alt="" src="http://tbn0.google.com/images?q=tbn:SkUkXgpGS7ou5M:http://www.brandsoftheworld.com/brands/0008/9713/brand.gif" border="0" /></a><br />
The US army&#8217;s use of the game <a href="http://www.americasarmy.com/">Americas Army</a> to facilitate its Public Relations and recruitment activity is well known. </p>
<p><a href="http://www.edge-online.com/blogs/games-deal-with-emotions-war">Games that deal with the emotions war</a> is an excellent article from <a href="www.edge-online.com">EDGE</a> that shows how the US Army has expanded its use of gaming to include the emotional side of being a soldier.&nbsp; Taken with the use of Virtual Reality Therapy [collection of articles: <a href="http://www.vrphobia.com/internet.htm">Virtual Reality Medical Centre</a>] it seems that the awareness of gaming to elicit an emotional response is rising.</p>
<p>The full article can be read at the link above, but we have noted the points of interest that struck us while we read it.</p>
<p>Two illustrations of the game narrative showing how the game would be designed to tap an emotional response.</p>
<ol>
<li>Specialist Kyle Norton is a 19-year old soldier two months into his<br />
first deployment in Iraq. Already lonely for his fiancée, Anne, Kyle<br />
receives a &#8220;Dear John&#8221; email along with the news that Anne is pregnant<br />
with his friend&#8217;s baby.&nbsp; Feeling as though his life is turning into a<br />
bad soap opera, he initially receives some support from his buddy,<br />
Specialist Brad Blair. Unfortunately, Kyle is soon hit with another<br />
devastating loss&#8211;Brad is killed in an ambush&#8230;</li>
<li>You are Lieutenant Lisa Carter, whose maintenance platoon mechanics<br />
work around the clock in Falluja to keep vehicles on the road. Today<br />
you get an unusual mission to lead a convoy transporting potentially<br />
dangerous detainees. Your job is to protect them to the same level as<br />
your own soldiers. When you overhear one of your guards, Private<br />
Grimes, taunting a detainee with threatening gestures, you correct him<br />
on the spot, but there&#8217;s a bitter look in his eye that raises a red<br />
flag. You learn that Grimes lost his best buddy in a recent ambush, but<br />
his leaders say he&#8217;s never let them down on the job. Do you take Grimes<br />
off the mission and force another soldier to pull double duty; do you<br />
let him drive a truck he&#8217;s not fully trained to operate; or do you keep<br />
him on the mission with extra oversight and take a chance on his<br />
stability?</li>
</ol>
<p>Beyond the Front is a game that was designed to deal with the type of situation outlined in point 1 above. Beyond the Front was commissioned by the Army in response to troubling<br />
data that suicides among active-duty soldiers are on pace to exceed<br />
last year&#8217;s record breaking high. Even more worrying, for the first<br />
time since the Vietnam War, the military suicide rate is projected to<br />
exceed that of the general U.S. population. This simulation represents<br />
the first time the military has embraced a unique and interactive<br />
technology to address the problem of the increasing suicide rate within<br />
the military.</p>
<p>Some of the most crucial decisions a soldier will face, such as<br />
preparation during pre-deployment or responding to a death in their<br />
unit, are overlooked in traditional video games. This new genre of<br />
virtual experiences illustrates not only the importance of a soldier&#8217;s<br />
every decision but the impact those choices have on himself and those<br />
around him.</p>
<p>Almost half of the United States Military is currently under the age of<br />
25, meaning today&#8217;s soldiers grew up playing video games.&nbsp; What better<br />
way to engage and train them than by using the medium they know and<br />
love? Realizing their appeal to young soldiers, and the range of issues<br />
these games are able to address, the military has embraced serious<br />
games; effectively turning gamers into soldiers. </p>
<p>Beyond the Front was developed by <a href="http://willinteractive.com">Will Interactive</a>.&nbsp; A demo of the game can be played by clicking in the linked logo below.<br />
<a href="http://willinteractive.com/demos/beyond-the-front/" title=""><img style="width: 103px; height: 70px;" alt="" src="http://willinteractive.com/demos/beyond-the-front/images_pres/image_logo.png" border="0" /></a></p>
<p><span style="font-weight: bold;"></span><!-- technorati tags begin -->
<p style="font-size:10px;text-align:right;">Tags: <a href="http://technorati.com/tag/Beyondthe%20Front" rel="tag">Beyondthe Front</a>, <a href="http://technorati.com/tag/%20Serious%20games" rel="tag"> Serious games</a>, <a href="http://technorati.com/tag/%20wisdom%20games" rel="tag"> wisdom games</a>, <a href="http://technorati.com/tag/%20emotion%20in%20games" rel="tag"> emotion in games</a>, <a href="http://technorati.com/tag/%20" rel="tag"> </a></p>
<p><!-- technorati tags end --></p>
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		<title>Media overview: Gaming</title>
		<link>http://wisdomgames.co.za/?p=46</link>
		<comments>http://wisdomgames.co.za/?p=46#comments</comments>
		<pubDate>Fri, 17 Oct 2008 11:45:43 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Industry Comment]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=46</guid>
		<description><![CDATA[The following articles and blog posts have been collecting in our inbox [pushed there by some useful Google Alerts].&#160; The list below is a useful collation of some interesting internet activity.
Key Trends:

The Gamer demographic&#8217;s influence has been identified and is being targeted and tapped into by those who believe they have value to add.
Gaming based [...]]]></description>
			<content:encoded><![CDATA[<p>The following articles and blog posts have been collecting in our inbox [pushed there by some useful Google Alerts].&nbsp; The list below is a useful collation of some interesting internet activity.</p>
<p>Key Trends:</p>
<ul>
<li>The Gamer demographic&#8217;s influence has been identified and is being targeted and tapped into by those who believe they have value to add.</li>
<li>Gaming based technology is pushing the envelope wrt. innovation and the way the world of the future will look.</li>
</ul>
<p>From a Wisdom Games perspective the importance of these articles, and others like them, lies in the way this growing influence plays out in the corporate environment.&nbsp; If executives and decision makers in the corporate arena want to understand how the world around them is changing, they need to track trends like these.&nbsp; These trends are strategically important for two reasons:</p>
<ol>
<li>In order to plan key strategic moves, in order to sustain a company&#8217;s competitive advantage, it is critical that these be done with a view of what the world will be like and not based on what the world is like today.</li>
<li>Employees expectations are being molded by these changes.&nbsp; &#8220;If my favourite politician connects with me through online gaming, why does my boss refuse to use Facebook or My Space in the way he / she manages me?&#8221;.&nbsp; This is particularly relevant to training and the tools companies will engage with to manage the impact of the imminent departure of Baby Boomers from corporate life.
</li>
</ol>
<p><a href="http://gigaom.com/2008/10/13/confirmed-obama-is-campaigning-on-xbox-360/">Barack Obama is using Gaming in his presidential campaigning</a><br />
The Obama campaign are placing adverts on billboards in Burnout Paradise.&nbsp; This shift towards the use of gaming is indicative of the value that the medium is seen to offer as a communication tool.&nbsp; It also shows the value that is being placed on the gamer demographic &#8211; these men &amp; women are the next wave of voters.&nbsp; The gamer generation are not only important in getting the next president into the White House, but they will be even more important in keeping him there in 4 years time.&nbsp; The Obama campaign should be saluted for their foresite [regardless of whether you would vote for them].<br />
<a href="http://gigaom.com/2008/10/13/confirmed-obama-is-campaigning-on-xbox-360/" title=""><img style="width: 224px; height: 193px;" alt="" src="http://gigaom.files.wordpress.com/2008/10/obama-on-xbox-360.jpg?w=350&amp;h=302" border="0" /></a><br />
<a href="http://www.eurogamer.net/article.php?article_id=248645"><br />
Bank uses World of Warcraft as part of its loyalty program</a><br />
The First National Bank of Omaha is launching a WOW credit card.&nbsp; The card will have 13 WOW designs that it can come in.&nbsp; Furthermore, the more the card is used, the more WOW game time a client can earn.&nbsp; For every dollar spent one cent of WOW game time is earned.</p>
<p>Once again, we see an innovative organisation launching a product that taps into the growing importance and influence of the gamer demographic.&nbsp; If the Obama campaign post highlights their growing political influence, this post shows their financial value.</p>
<p><a href="http://elianealhadeff.blogspot.com/2008/10/serious-games-allowing-us-to-experience.html">Gaming influences in the creation of 3D animation-based web navigation</a><br />
<a href="http://www.exitreality.com/" title="[4824_ExitReality_logo.jpg]"><img title="" style="width: 177px; height: 88px;" alt="[4824_ExitReality_logo.jpg]" src="http://2.bp.blogspot.com/_Ss_rLDyRQCk/SOOcUmx2MeI/AAAAAAAAHOA/Ti-Y8pfAeFo/s1600/4824_ExitReality_logo.jpg" border="0" /></a>The blog <a href="http://elianealhadeff.blogspot.com">Future-Making Serious Games </a>often has great posts.&nbsp; In this one they look at a beta release of a product by <a href="http://www.exitreality.com/">Exit Reality</a>, an Australian company.&nbsp; They have built an app [unfortunately only available for windows, at the moment] that changes the 2D web interface into a 3D animated environment.&nbsp; There are some great screen shots at the source posting, but we have added the <a href="http://www.myspace.com">My Space</a> page perspective as illustration.&nbsp; The shift to 3D changes My Space from a static page, to a dynamic apartment environment.</p>
<p><a href="http://elianealhadeff.blogspot.com/2008/10/serious-games-allowing-us-to-experience.html" title=""><img alt="" src="http://4.bp.blogspot.com/_Ss_rLDyRQCk/SOOb8EpapsI/AAAAAAAAHNY/CxycUjA6qHg/s400/2DMySpacePage.jpg" border="0" /></a><a href="http://elianealhadeff.blogspot.com/2008/10/serious-games-allowing-us-to-experience.html" title=""><img alt="" src="http://4.bp.blogspot.com/_Ss_rLDyRQCk/SOOb8DMO5EI/AAAAAAAAHNg/bSbbXYewfnY/s400/3DMySpacePage.jpg" border="0" /></a></p>
<p>Some discussion is floating around cyberspace about Web 3.0 and what it will be like.&nbsp; We believe that Exit Reality have given us the first view of how Web 3.0 will be navigated.&nbsp; Once again, we see that gaming is influencing the evolution of &#8216;life as we know it&#8217;.</p>
<p><!-- technorati tags begin -->
<p style="font-size:10px;text-align:right;">Tags: <a href="http://technorati.com/tag/Gaming" rel="tag">Gaming</a>, <a href="http://technorati.com/tag/politics" rel="tag">politics</a>, <a href="http://technorati.com/tag/%20gaming%20%26%20finance" rel="tag"> gaming &#038; finance</a>, <a href="http://technorati.com/tag/%20Obama%20campaign" rel="tag"> Obama campaign</a>, <a href="http://technorati.com/tag/%20Web%203.0" rel="tag"> Web 3.0</a>, <a href="http://technorati.com/tag/%20Serious%20Games" rel="tag"> Serious Games</a>, <a href="http://technorati.com/tag/%20Wisdom%20Games" rel="tag"> Wisdom Games</a></p>
<p><!-- technorati tags end --></p>
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		<title>Maths Games &amp; New Gaming Institute</title>
		<link>http://wisdomgames.co.za/?p=45</link>
		<comments>http://wisdomgames.co.za/?p=45#comments</comments>
		<pubDate>Thu, 09 Oct 2008 11:44:56 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[In Development]]></category>
		<category><![CDATA[Industry Comment]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=45</guid>
		<description><![CDATA[
On 8 Oct 08 the New York Times ran an article on Dimension M a game designed by Tabula Digita to teach maths skills to children.&#160; The article can be read at the following link: Video Game Helps Math Students Vanquish an Archfiend: Algebra
Key bits of info in the article:

Dimension M is aimed at pre-teens [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nytimes.com/" title="The New York Times"><img alt="The New York Times" src="http://graphics8.nytimes.com/ads/marketing/mm07/nyt-logo.png" border="0" /></a></p>
<p>On 8 Oct 08 the <a href="http://www.nytimes.com">New York Times</a> ran an article on <a href="http://www.dimensionm.com/">Dimension M</a> a game designed by <a href="http://www.tabuladigita.com/TD/corp.php?s2=3&amp;s3=0">Tabula Digita</a> to teach maths skills to children.&nbsp; The article can be read at the following link: <a href="http://www.nytimes.com/2008/10/08/nyregion/08video.html">Video Game Helps Math Students Vanquish an Archfiend: Algebra</a></p>
<p>Key bits of info in the article:</p>
<ul>
<li>Dimension M is aimed at pre-teens &amp; teens</li>
<li>Kids play through a first person shooter [FPS]-type interface.&nbsp; So navigation is familiar, based on other games they have played.</li>
<li>As they play the game they are challenged with algebra questions.&nbsp; Correctly answering them scores points.</li>
<li>Costs per child are in the $10-$20 range per year</li>
</ul>
<p>Tabula Digita are looking to begin work on a science game that builds on the success of their maths game. Demo versions of the game can be downloaded by following the link on their website.</p>
<p><a href="http://images.search.yahoo.com/images/view?back=http%3A%2F%2Fsearch.yahoo.com%2Fsearch%3Fei%3DUTF-8%26p%3DNYU%2Blogo%26type%3Dfl1.1&amp;w=144&amp;h=127&amp;imgurl=www.psych.nyu.edu%2Ftropelab%2Fnyu_logo.jpg&amp;size=16.6kB&amp;name=nyu_logo.jpg&amp;rcurl=http%3A%2F%2Fwww.psych.nyu.edu%2Ftropelab&amp;rurl=http%3A%2F%2Fwww.psych.nyu.edu%2Ftropelab&amp;p=nyu+logo&amp;type=jpeg&amp;no=2&amp;tt=425&amp;oid=fc30ee2a891a39c6&amp;tit=nyu_logo.jpg&amp;sigr=1114327on&amp;sigi=117ror6a8&amp;sigb=11tf5blat" title=""><img style="width: 113px; height: 100px;" alt="" src="http://www.psych.nyu.edu/tropelab/nyu_logo.jpg" border="0" /></a></p>
<p>In the article there is a brief mention of the launch by <a href="http://www.nyu.edu">New York University</a> of the <a href="http://www.nyu.edu/public.affairs/releases/detail/2287">Games for Learning Institute [G4LI] </a>- funded to the tune of $3 million.&nbsp; </p>
<p>This institute is the next step on the trend by academic institutions to get into the gaming space, but specifically into serious games.&nbsp; This is probably the most significant part of the whole article, because it is institutes like this that will raise the profile of gaming &amp; learning &#8211; and consequently stimulate the development of more game developers who build games for this space.&nbsp; Those of us who build games for the corporate market will benefit further by being able to tap into a growing talent pool by being able to offer the opportunity to earn a living doing what many of these individuals are currently having to use their spare time for.</p>
<p>   <!-- technorati tags begin -->
<p style="font-size:10px;text-align:right;">Tags: <a href="http://technorati.com/tag/G4LI" rel="tag">G4LI</a>, <a href="http://technorati.com/tag/Games%20for%20learning" rel="tag">Games for learning</a>, <a href="http://technorati.com/tag/%20serious%20games" rel="tag"> serious games</a>, <a href="http://technorati.com/tag/%20gaming" rel="tag"> gaming</a></p>
<p><!-- technorati tags end --></p>
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		<title>Air Traffic Controllers Use Games</title>
		<link>http://wisdomgames.co.za/?p=44</link>
		<comments>http://wisdomgames.co.za/?p=44#comments</comments>
		<pubDate>Thu, 09 Oct 2008 11:11:16 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Industry Comment]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=44</guid>
		<description><![CDATA[

On Wed 8 Oct 08 The New York Times ran an article about the use of computer game-type simulations being used by the Federal Aviation Authority to train a new generation of air traffic controllers [ATC's].  The article can be read in its original context at For Air Traffic Trainees, Games With a Serious [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.faa.gov/" title="Federal Aviation Administration Seal"><img src="http://www.faa.gov/images/new/head_logo.gif" alt="Federal Aviation Administration Seal" border="0" /></a><br />
<a href="http://www.nytimes.com/" title="The New York Times"><img src="http://graphics8.nytimes.com/ads/marketing/mm07/nyt-logo.png" alt="The New York Times" border="0" /></a></p>
<p>On Wed 8 Oct 08 <a href="http://www.nytimes.com">The New York Times</a> ran an article about the use of computer game-type simulations being used by the <a href="http://www.faa.gov">Federal Aviation Authority</a> to train a new generation of air traffic controllers [ATC's].  The article can be read in its original context at <a href="http://www.nytimes.com/2008/10/08/us/08controller.html?pagewanted=all">For Air Traffic Trainees,</a><a href="http://www.nytimes.com/2008/10/08/us/08controller.html?pagewanted=all"> Games With a Serious Purpose</a>.</p>
<p>For the first time in decades the FAA needs to train new ATC&#8217;s&#8230; at a rate of 1,700 a year for the next 10 years.  The reason for this sudden surge is the fact that 10,000 ATC&#8217;s will be reaching retirement age over this period and leave the tower [this represents 2/3 of the total ATC workforce currently working].</p>
<p>In order to skill the new ATC&#8217;s up quickly, but effectively the FAA has added computer gaming to the arrows in it&#8217;s &#8216;training quiver&#8217;.  Key stats include:</p>
<ul>
<li>The use of gaming is anticipated to cut the time of training by between 20% &#8211; 60%</li>
<li>It costs $74,000 per ATC in total training</li>
<li>The computer gaming is done in conjunction with 65hours of classroom based instruction</li>
<li>Instruction also uses an Alternate Reality Game type process where ATC&#8217;s hold physical airplanes and fly around a room on instruction by one of their colleagues [another type of game used in the training process]</li>
</ul>
<p>Even the evaluation process to identify ATC candidates makes extensive use of computer games.</p>
<ul>
<li>There is a 6-hour computerised aptitude test where candidates answer maths-based puzzles</li>
<li>Psychologists have designed games to test their ability to function under pressure</li>
<li>There is also a scaled down version of the ATC simulator to test their ability to do the job</li>
</ul>
<p>From a Wisdom Games perspective two things stand out as significant in this article:</p>
<ol>
<li>The catalyst for this process is the imminent retirement of their current workforce. While the FAA must be planning to try keep some staff members on as contractors once they retire, they realise that this will be the minimum they need and they are planning on losing at least 66% of their current workforce over the next decade.</li>
<li>As they look to develop a new workforce, to fill the positions left vacant by the incumbents, they have realised that incorporating computer games into the education process [without necessarily changing the curriculum] is necessary to increase the efficiency and efficacy of the process.</li>
</ol>
<p>The FAA serves as an excellent case study of one of the central components of the Wisdom Games value proposition.  <span style="font-weight: bold; font-style: italic">But, there is something missing&#8230;..</span></p>
<p>The wisdom that is sitting in the heads and hearts of the current generation of ATC&#8217;s will be lost and the new ATC&#8217;s will not be able to benefit from their experience as they play the computer [and other] simulations.  This is the second part of our value proposition and if we were designing their system it is the one additional layer of activity we would have included <img src='http://wisdomgames.co.za/wgblog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><!-- technorati tags begin --></p>
<p style="font-size: 10px; text-align: right">Tags: <a href="http://technorati.com/tag/Gaming" rel="tag">Gaming</a>, <a href="http://technorati.com/tag/Games%20to%20learn" rel="tag">Games to learn</a>, <a href="http://technorati.com/tag/%20Serious%20games" rel="tag"> Serious games</a>, <a href="http://technorati.com/tag/%20FAA" rel="tag"> FAA</a>, <a href="http://technorati.com/tag/%20NY%20Times" rel="tag"> NY Times</a>, <a href="http://technorati.com/tag/%20Wisdom%20Transfer" rel="tag"> Wisdom Transfer</a></p>
<p><!-- technorati tags end --></p>
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		<title>Blogging update</title>
		<link>http://wisdomgames.co.za/?p=43</link>
		<comments>http://wisdomgames.co.za/?p=43#comments</comments>
		<pubDate>Mon, 01 Sep 2008 12:06:02 +0000</pubDate>
		<dc:creator>Raymond</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://wisdomgames.co.za/?p=43</guid>
		<description><![CDATA[The company who host our online presence have recently had a major software &#8220;all-fall-down&#8221;.&#160; Wisdom Games was unfortunately significantly affected as collateral damage in the process.
We have needed to wait for everything to be fully stabilised on their side before we resumed any significant online contributions.
By the end of this week we will resume our [...]]]></description>
			<content:encoded><![CDATA[<p>The company who host our online presence have recently had a major software &#8220;all-fall-down&#8221;.&nbsp; Wisdom Games was unfortunately significantly affected as collateral damage in the process.</p>
<p>We have needed to wait for everything to be fully stabilised on their side before we resumed any significant online contributions.</p>
<p>By the end of this week we will resume our weekly blogging of useful and valuable stories on Gaming, Serious Games, and Gaming in the Corporate Environment.</p>
<p>Thanks.<br />
<a href="info@wisdomgames.co.za">Raymond</a><br />
CEO<br />
Wisdom Games (Pty) Ltd</p>
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