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Thursday 27 October 2011

Can gaming save humanity?


Gaming for the collective good

Moskivitch, K. (2011, September 20). BBC News 

It has been a contention of proponents of online gaming that engagement in this hyper-connected world can lead to uses of technology that have not yet been conceptualised.  Well, seemingly on the 20th of September of 2011, this ‘prophesized’ event came to pass.  According to Katia Moskvitch, technology reporter for the BBC News, the collaborative efforts of online gamers has lead to a breakthrough in an area of science that has long puzzled the experts.   These gamers used an easy to install, freely available program to determine the structure of an enzyme referred to as the M-PMV retroviral protease.  Although known for the previous decade, this enzyme has remained a mystery to the most advanced probing of the academic scientific community.  As it plays a central role in the development of a virus similar to HIV, a breakthrough in defining its nature would have enormous implications as a possible future stepping stone in finding a cure for Aids.  One can but imagine the scientists’ pleasure, on their discovery that in using the Foldit program, online gamers were able to resolve the structure of this organic compound in a matter of days.   Seth Cooper, the lead designer and co-creator of Foldit, observed that this game scaffolded the "bringing together [of] the strengths of computers and humans".   He went on to claim that in this hybrid entity, "people have spatial reasoning”, which is “something computers are not yet good at"  (Moskivitch, 2011).   If I were to draw my own conclusion they would be that Marc Prensky’s concept of hyper-connectivity (see below) has now taken that next great conceptual leap forward.  In solving this puzzle, these gamers were no longer acting as individuals, but rather as a new sort of ‘hive mind’.   If this same sort of problem solving could be applied to other contexts, just imagine what could be achieved.

*This news story is discussed

Marc Prensky

References: 
Delaney, A. (2011). Digital Living: gaming and your brain [Audio podcast]. Retrieved from http://www.abc.net.au/local/audio/2011/10/06/3333588.htm
lwf (2010). Handheld Learning 2007 - Marc Prensky, Keynote [Video file].  Retrieved from http://www.youtube.com/watch?v=Ha04eLLsV3A
Moskivitch, K. (2011, September 20). Online game Foldit helps anti-Aids drug quest. BBC News. Retrieved from http://www.bbc.co.uk/news/technology-14986013


2 comments:

  1. A very interesting article indeed! I am impressed that a game has been developed that allows its players to make potentially major contributions toward scientific discoveries. I have heard of software that users can use to assist in space advancement, but it simply takes advantages of the collective processing power of users' computers, and offers nothing in terms of interactivity of digital entertainment.

    (http://setiathome.berkeley.edu/)

    The "foldit" software, on the other hand, takes the “implementation of video games as educational tools" argument to new levels.

    Judging from the information on the "foldit" website, it seems the program is under constant development, so I look forward to seeing what features will be implemented in future releases. If the software is made easy enough to use, then millions of people could work as a collective to help search for the causes of virtually any disease.
    Have you tried to use the software yourself? I am wondering to what degree the game is accessible to “gamers” in general as opposed to gamers who also possess some degree of scientific expertise.
    I agree with you that the ramifications of this program are amazing, and your description of the ‘hive mind’ process points back to the benefits of team work and technology, and in my particular context, task-based language learning.

    These are just some of the many benefits video games have to offer us today, and it is isn’t until one actually does a little research that they realise how overlooked the medium is for purposes aside from entertainment.

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