Gaming our way into research!​

Basic knowledge of science can lead to extraordinary ideas. They may not always have a natural explanation, but ideas in a world full of possibilities can be substantial. Questioning and thinking about what you see around you itself can lead to a person embarking on a new search and define nature in different ways. Though most of us don’t become scientists or researchers, we still have the ability to think. A combination of many ideas together can not only give us a new direction but also open a world full of possibilities. It is entirely possible that sensible ideas may not come from scientific executioners like engineers and scientists and hence it makes it all the more critical for us to have legitimate, rational ideas being discussed in forums where people of all walks of life come together to share their thoughts and views. The only thing to remember is that all people involved are serious about the topic being discussed.
The most comfortable way to get people across borders and ages with different ideas and views of life is through “ Gamification.” In the very psyche of human thinking, we see that we involve ourselves with high attention spans during a mode of competition while being competitive. Gamification is a way to market products and services on large scales across the internet. Many online games like “ Eve online’ and “ Fold it” show us how we can bring in new thinking by making games more realistic with conformational facts and evidence.

Seeing a fictional mode of communication as a way to bring in more scientific awareness can change the way most people think and function.
Gamification is the path through which game theory can be extended to academic activities and knowledge growth. Most game techniques show a high rate of success amongst teens and young adults when mapped to educational areas.
Although gamification has been around for a few years and is deep-rooted in many fields, only 77% of the people participating in the Sunday Q and A had heard of it.
Unawareness of the tech that is integrated into our lives isn’t uncommon, but sometimes we forget that the analysis that is made by companies based on our usage is turned into various studies and creates a forum for test runs. Gamification is one such industry that helps collect primary data and build a platform for multiple research developments.

The game theory ( a purely mathematical structure) helps researchers understand why and how individuals take the decisions they make and to what degree it affects others.
A situation that is entirely backed by real data is created to study the players’ moves, behaviors and the outcomes of the choices they make. In fact, a large section of psychotherapists study the results and outcomes to understand human behavior, draw parallels to the player’s background, upbringing and mental state of him/her and try to analyze the state of mind of the player during their decision-making process.
A lot of researchers, like psychiatrists, have used gamification to study war climates, war zones and try to understand the decisions made by soldiers in those situations ( particularly in combats) and draw parallels to help them integrate into society. One of the other methods that have been incorporated in the treatment of post-war victims, soldiers, etc. has been the use of Virtual reality technology. On a scale of 1-10 ( 1 being the least and ten being the highest), 100% of the people voted for above five on the scale feeling that this method of treatment and study would benefit the patients massively.

The process of gamification helps build the same likability for games in education.
The process has two aspects ( rather stages) :
1. The young minds on which it is being tested on
2. The researchers studying the minds of the players to make accurate conclusions.

Gamification has made an impact on hundreds of fields, and one of them is education, the very basis for humankind to grow intellectually.
Almost 58% people (that participated) had incorporated gamification and shades of game theory into their workspace.
The question now becomes – Can gems create a ” Learning Impact’? , to which 85% of the people felt that – any form of knowledge that was adapted to an interactive visual medium was highly appealing and would help in the learning process of many different people( especially the illiterate or challenged).
The rest felt that although people would be inspired to learn something new, the essence of knowledge only comes from books.

The process of gamification made a real breakthrough for students across countries and let them pursue subjects and modules without high lab costs, lack of time and safety issues. It has enabled them to access lab work, lab experiments, and real-time lab procedures without having them to adhere to lab costs, lack of materials, etc.
Labster is a virtual lab which specializes in advanced experiments which are dangerous to perform in real life. Not only does it give a full understanding of chemistry but also digs deep into forensics. It can successfully show the performance of expensive equipment that otherwise would have been impossible in a typical school laboratory. The lab not only deals with chemical processes but also in biological topics where minor surgery or dissection is required. Precise and clean analysis can be seen and fully understood within seconds. It helps give students a visual experience that would have otherwise not been possible.

One of the most famous games being Labster which helps students access high-tech lab equipment and knowledge online.

Another being CellCraft. It helps students build supercells to save animals in hostile environments. It helps create situations for veterinarians, doctors to study the animal body, help fix it and analyze dangerous situations that may not be seen on a regular basis.
This game follows the biological aspect of human evolution. Most organisms are put into life-threatening situations, and with the help of using necessary cell creation and manipulation, the crises are eradicated.
A person playing this game can have a complete and comprehensive understanding of the practical uses of ATP, Glucose, Sucrose, Cellular organelles, etc. The game encourages players to learn management of limited resources, eradication of viruses and prevention of diseases.

About 71% feel that knowledge spread through gamification can help millennials and gen z when it comes to academics or work environments.
But only 57% of the people felt that the success of labster and cell craft could prove to be successful in creating a parallel space for education that moved beyond conventional methods and succeeded.
The only limitation with this type of education is the part of individualistic learning, is that it reduces the space for collaborative innovation and collective efforts and about 58% agree with that notion.
92% of the people also feel that gamification and learning through games cannot substitute for a teacher in a class. The chances of learning are, and the information is far more accurate, and the teacher-student interaction becomes low. The student-teacher interaction reducing is a double-edged sword for the simple reason that it prevents you from interacting with an inspiring teacher who is passionate and curious but also shields one from a demeaning and aggressive person in a position of authority.

The idea of gamification interests both researchers and psychologists because it helps them make clear distinctions between conceptual knowledge and practical science skills. The three main objectives have been
1. Isolate core ideas: New concepts and core ideas include matter, energy, space research, life sciences and applications of science.

2. Crosscutting concepts: Emphasize on, working systems, understanding patterns and comprehending cause and effect.
3.Scientific ideas: This aspect revolves around constructing problems, developing and using models, interpreting evidence and designing solutions

As we examine this phenomenon of tech games being incorporated into our lives, we must address a dire question – “How far will this go ?”
64% felt that it would go very far because it can be used in non-gaming contexts like – work, health, fitness, community, etc. but the rest of the 36% felt that knowledge and inspiration acquired from books are unmatched.
Having kept all aspects in mind, the integration of space researches stems from new ideas and gamification is the path through which not only ideas but practical concepts can be brought forward and revolutionize thinking.
A person with sufficient science knowledge can show and conceptualize new dimensions towards the future of space exploration.
An exciting and fun game called eve online caters to cosmological exploration.

Eve online is a space-themed game set in the fictional universe of New Eden. It is based mainly upon space wars created by polarized humans in the future where humans have conquered most of their galaxy and a large chunk of their universe. The game can connect with the ever-increasing political instability amongst humans and their never-ending quench for the search for the truth. The scenario that the universe is set has highly specialized effects which are in accordance with most scientific theories. There are wars fought now and then, political allies that are made and a pseudo-idea of hope is created.
It connects space enthusiast on a level of competition which spans out to the idea that once humans leave the earth, they will never live together peacefully.

Will games really be our future? Leave your comments down below and let me know !!

( all the statistics being used are primary data collected through a survey.)


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