Superstruct is an alternate reality game (ARG) created for the purpose of calling attention to, and to spark interest in preparing the world for catastrophic events. Superstruct is the world's first massively multiplayer forecasting game. The primary creative vision behind Superstruct is Jane McGonigal, along with the Institute for the Future (IFTF) who have created similar games in line with Superstruct. The game was launched on Oct 6, 2008 and it lasted for 6 weeks. [1] [2] [3] [4] [5] [6]
Superstruct combines elements of an alternate reality game with those of a serious game. Set in 2019, it stimulates the players to give humans a little more time on Earth after five "super-threats" that are wearing down our civilization. The five "super-threats" are: Quarantine, Ravenous, Outlaw Planet, Generation Exile and Power Struggle. The game leaves clues on the Internet in order for the players to find. This allows them to advance in the game and uncover more things about the game.
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
A black dwarf is a theoretical stellar remnant, specifically a white dwarf that has cooled sufficiently that it no longer emits significant heat or light. Because the time required for a white dwarf to reach this state is calculated to be longer than the current age of the universe, no black dwarfs are expected to exist in the universe as of now, and the temperature of the coolest white dwarfs is one observational limit on the age of the universe.
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally and on the same computing system, locally and on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.
The testing effect suggests long-term memory is increased when some of the learning period is devoted to retrieving information from memory. It is different from more general practice effect, defined in the APA Dictionary of Psychology as "any change or improvement that results from practice or repetition of task items or activities."
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.
The metaverse is a hypothesized iteration of the Internet, supporting persistent online 3-D virtual environments through conventional personal computing, as well as virtual and augmented reality headsets.
Stereotype threat is a situational predicament in which people are or feel themselves to be at risk of conforming to stereotypes about their social group. It is purportedly a contributing factor to long-standing racial and gender gaps in academic performance. Since its introduction into the academic literature, stereotype threat has become one of the most widely studied topics in the field of social psychology.
Jane McGonigal is an American game designer and author who advocates the use of mobile and digital technology to channel positive attitudes and collaboration in a real world context.
Shlomi Dolev is a Rita Altura Trust Chair Professor in Computer Science at Ben-Gurion University of the Negev (BGU) and the head of the BGU Negev Hi-Tech Faculty Startup Accelerator.
Technology forecasting attempts to predict the future characteristics of useful technological machines, procedures or techniques. Researchers create technology forecasts based on past experience and current technological developments. Like other forecasts, technology forecasting can be helpful for both public and private organizations to make smart decisions. By analyzing future opportunities and threats, the forecaster can improve decisions in order to achieve maximum benefits. Today, most countries are experiencing huge social and economic changes, which heavily rely on technology development. By analyzing these changes, government and economic institutions could make plans for future developments. However, not all of historical data can be used for technology forecasting, forecasters also need to adopt advanced technology and quantitative modeling from experts’ researches and conclusions.
The simulation hypothesis is a proposal regarding the nature of existence which posits that all of existence is an artificial simulation, such as a computer simulation. Some versions rely on the development of a simulated reality, a proposed technology that would be able to convince its inhabitants that the simulation was "real".
Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
A global warming game, also known as a climate game or a climate change game, is a type of serious game. As a serious game, it attempts to simulate and explore real life issues to educate players through an interactive experience. The issues particular to a global warming video game are usually energy efficiency and the implementation of green technology as ways to reduce greenhouse gas emissions and thus counteract global warming. Global warming games include traditional board games, video games, and other varieties such as role-playing and simulation-assisted multiplayer games.
A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you", while Montola, Stenros and Waern's book, Pervasive Games defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "magic circle" draws from the work of Johan Huizinga, who describes the boundaries of play.
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.
In psychology, prospection is the generation and evaluation of mental representations of possible futures. The term therefore captures a wide array of future-oriented psychological phenomena, including the prediction of future emotion, the imagination of future scenarios, and planning. Prospection is central to various aspects of human cognition and motivation. Daniel Gilbert (psychologist) and Timothy Wilson coined the term in 2007. It has since become a central area of enquiry in the cognitive sciences.
A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.
The Institute for the Future (IFTF) is a Palo Alto, California, US–based not-for-profit think tank. It was established, in 1968, as a spin-off from the RAND Corporation to help organizations plan for the long-term future, a subject known as futures studies.