HomeMy WebLinkAbout20090636RESOLUTION
RE: APPROVE PROFESSIONAL SERVICE AGREEMENT FOR VARIOUS INTERACTIVE
GAME ATTRACTIONS AND AUTHORIZE CHAIR TO SIGN - INTERACTIVE GAME
EXPERIENCE, LLC (IGX)
WHEREAS, the Board of County Commissioners of Weld County, Colorado, pursuant to
Colorado statute and the Weld County Home Rule Charter, is vested with the authority of
administering the affairs of Weld County, Colorado, and
WHEREAS, on March 11, 2009, the Board was presented with a Professional Service
Agreement for Various Interactive Game Attractions between the County of Weld, State of
Colorado, by and through the Board of County Commissioners of Weld County, on behalf of the
Weld County Fair Board, and Interactive Game Experience, LLC (IGX), with terms and conditions
being as stated in said agreement, and
WHEREAS, at said meeting, the Board deemed it advisable to continue the matter to
March 16, 2009, to allow adequate time for staff to provide a description of the games to be
provided, and
WHEREAS, after review on March 16, 2009, the Board deems it advisable to approve said
agreement, a copy of which is attached hereto and incorporated herein by reference.
NOW, THEREFORE, BE IT RESOLVED by the Board of County Commissioners of Weld
County, Colorado, that the Professional Service Agreement for Various Interactive Game
Attractions between the County of Weld, State of Colorado, by and through the Board of County
Commissioners of Weld County, on behalf of the Weld County Fair Board, and Interactive Game
Experience, LLC (IGX), be, and hereby is, approved.
BE IT FURTHER RESOLVED by the Board that the Chair be, and hereby is, authorized to
sign said agreement.
The above and foregoing Resolution was, on motion duly made and seconded, adopted by
the following vote on the 16th day of March, A.D., 2009.
BOARD OF COUNTY COMMISSIONERS
WELD COUNTY, COLORADO
ATTEST:
Weld County Clerk to the Bo
BY tiLb' �Lll
Depu y Cle to the Boa
APPROV D AS TO.FORM:
County Attorney
Date of signature t(I 3IC4i
Sea p P. Conway
a' a Kirkmeyer
Z
David E. Long
2009-0636
EX0023
Weld County Fair Board
IGX Interactive Game Experience
Professional Service Agreement
THIS AGREEMENT is made this o4' of February, 2009, by and between the Board of
County Commissioners of Weld County, Colorado, 915 10`h Street, Greeley, Colorado 80631,
hereinafter referred to as the "County," and IGX, Interactive Game Experience, LLC, hereinafter
referred to as the "Contractor."
WITNESSETH:
County and Contractor, for the mutual promises and consideration hereinafter set forth,
agree as follows:
SECTION I - SERVICES OF CONTRACTOR
Contractor shall provide a turnkey, multi -platform, multi -screen interactive game attraction
("IGX") for the 2009 Weld County Fair ("the Fair") from July 29 to August 2, 2009, at the Island
Grove Park in Greeley, Colorado. Set up time for IGX games requires approximately 4 hours,
and may be done at a time convenient to both parties. Contractor shall, as part of the IGX,
provide the following:
Current, popular games rated "C" for Children, "T" for Teen and "E" for
Everyone.
1.2 Free Admission to all players.
1.3 12 - 15 - 19-20" game ports with outdoor themed games appropriate for fair
attendees.
1.4 Two - @ 42" plasma screen monitors with outdoor themed games.
1.5 Latest hardware, including Sony PS -3, Microsoft Xbox 360 & Nintendo Wii
platforms.
1.6 A 10' high signage tower.
1.7 An on -site IGX representative and customer service desk, open up to 12
hours/day.
1.8 Space within the IGX set up for use by the WCF-09 and/or their sponsor(s).
1.09 High profile sponsor produced signage @ booth entrance and on kiosks if
applicable.
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2009-0636
1.10 Inclusion on the IGX website for the WCF-09.
1.11 Press release information, IGX logos and digital photos for the WCF-09 to use as
appropriate.
1.12 A FREE IGX Supplied, $100.00 Gift Card to a Greeley area video game store (or
store of your choice), to serve as the winner's prize for a Guitar Hero video game
tournament IGX will hold during our appearance. IGX will also hold a Nintendo
Wii Bowling Tournament on Sr. Day, and supply an additional $100.00 Gift Card
(an additional fee of $100.00 will be added to the final invoice to cover the cost of
the prize). We wish to hold an additional Wii Bowling Tournament: Yes
No
2. Proof of insurance. Contractor shall furnish a certificate of insurance for commercial
general liability, comprehensive automobile liability, worker's compensation, and
professional liability upon notification of award and prior to performance. Work shall
not commence under this Agreement until Contractor has submitted to the County and
received approval thereof, the certificate of insurance showing compliance with the
following types and coverage of insurance.
Comprehensive General Liability Insurance: to include products liability,
completed operations, contractual, broad from property damage and personal
injury. Said insurance shall include coverage for any and all personal injuries to
Participants, audience members, and volunteers arising out of IGX's activities.
Each Occurrence $1,000,000
General Aggregate $1,000,000
Comprehensive Automobile Liability Insurance: to include all motor vehicles
owned, hired, leased, or borrowed.
Bodily Injury/Property Damage $1,000,000 (each occurrence)
Personal Injury Protection As Required by Colorado Statutes
Workman's Compensation Insurance: As Required by Colorado Statutes
Contractor's comprehensive general liability, comprehensive automobile liability and
workman's compensation insurance policies and/or certificates of insurance shall be
issued to include Weld County as an "additional insured" and shall include the following
provisions:
Underwriters shall have no right of recovery or subrogation against the County, it being
the intent of the parties that the insurance policies so affected shall protect both parties
and be primary coverage for any and all losses resulting from the actions or negligence of
Contractor, or injuries arising out of IGX, as a result of the activities taking place at IGX.
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The insurance companies issuing the policy or policies shall have no recourse against the
County for payment of any premiums due or for any assessments under any form of any
policy.
Any and all deductibles contained in any insurance policy shall be assumed by and at the
sole risk of Contractor
Each insurance policy herein required shall be endorsed to state that coverage shall not be
suspended, voided, or cancelled without thirty (30) days prior written notice to the
County by certified mail, return receipt requested.
All insurers of Contractor must be licensed or approved to do business in the State of
Colorado.
At any time during the term of this Agreement, the County may require Contractor to
provide proof of the insurance coverage or policies required herein.
Upon failure of Contractor to furnish, deliver and/or maintain such insurance as provided
herein, this Agreement, at the election of the County, maybe immediately declared
suspended, discontinued, or terminated. Failure of Contractor to obtain and/or maintain
any required insurance shall not relieve Contractor from any liability under this
Agreement, nor shall the insurance requirements be construed to conflict with the
obligations of Contractor concerning indemnification.
SECTION II - RESPONSIBILITES OF THE COUNTY
County shall provide the following:
2.1 Approximately 400 to 600 square feet of presentation space located within a well
trafficked area, either under a tent or inside a roofed structure.
2.2 If a specific layout is required from IGX within the show footprint, based on
dimensions supplied by the WCF-09, IGX will do this, but will need at least ten
days (10 days) notice.
2.3 The IGX attraction venue footprint shall be completely clear and available to IGX
for installing the IGX attraction beginning on the install date noted above.
Neither the installation, nor the removal, should exceed 4 hours labor under IGX
supervision.
2.4 Complimentary provision of a forklift for approximately 30 minutes during the
load -in and load -out.
2.5 Five (5) separate, dedicated 110 volt -20 amp electrical connections delivered to
the IGX footprint and electricity (as required).
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2.6 All necessary daily admission tickets, parking passes and other required
credentials for show access by IGX management and crew, and any necessary
service personnel.
2.7 Basic security during the installation, operation and removal of the attraction.
Especially the ability to secure the venue or provide overnight security during all
periods.
2.8 One complimentary hotel room per night for IGX on -site supervisor, including
07/28-08/02/09.
2.9 Payment to Advertising Consultants, LLC: 5513 W. Shady Trail, Old Hickory,
Tennessee 37138, in the amount of $4,500, ($4,600.00 if the Wii Bowling
Tournament option is chosen). Fee to be paid to on or before 08/02/09. An
invoice with Federal ID # included will be provided on or before 06/17/09.
Should the WCF-09 be unable to provide a complimentary hotel room, an
additional $75.00/day will be added to the final invoice.
SECTION III — TERM
The term of the agreement shall commence on July 29, 2009, and end on August 2, 2009.
SECTION IV - INDEPENDENT CONTRACTOR
Pursuant to Workers' Compensation Act 8-40-202(2)(b)(IV), C.R.S., as amended,
Contractor understands that it and its employees and servants are not entitled to workers'
compensation benefits from the County. Contractor further understands that it is solely obligated
for the payment of federal and state income tax on any moneys earned pursuant to this
agreement.
SECTION V - INDEMNIFICATION
Contractor agrees to indemnify and hold harmless the county, its officers, agents, and
employees for, from, and against any and all claims, suits, expenses, damages, or other injury to
persons, entities, or property caused or sustained by any person(s) as a result of Contractor's
performance or failure to perform pursuant to the terms of this Agreement.
SECTION VI - TERMINATION
Time is of the essence in IGX of this Agreement. If Contractor is unable to provide the
services required by this Agreement during the specified term of this Agreement, Contractor
shall be deemed to have breached this Agreement and the County may obtain said services of
another and pursue an appropriate remedy for such breach pursuant to the laws of the State of
Colorado. Either party may terminate this Agreement for cause. An aggrieved party must first
notify the other party of the outstanding issue and allow one day to cure or such longer period of
time as is mutually agreed upon by the parties. In IGX such issue is not cured within the cure
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period, the aggrieved party may terminate the Agreement and pursue any remedy recognized by
Colorado law.
SECTION VII - MUTUAL UNDERSTANDINGS
1. Integration of Understanding
This Agreement contains the entire understanding of the parties hereto and neither it, no
the rights and obligations hereunder, may be charged, modified, or waived except by an
instrument in writing that is signed by the parties hereto.
2. Parties Interested Herein
Nothing expressed or implied in this Agreement is intended or shall be construed to
confer upon or to give to, any person other than the parties, any right, remedy, or claim
under or by reason of this Agreement of any covenant, terms, conditions, or provisions
hereof. All covenants, terms, conditions, and provisions in this Agreement, by and on
behalf of the County and Contractor, shall be for the sole and exclusive benefit of the
County and Contractor.
3. Severability
If any provision of this Agreement is determined to be unenforceable or invalid for any
reason, the remainder of this Agreement shall remain in effect, unless otherwise
terminated in accordance with the terms contained herein.
4. Authorization
Each party represents and warrants that it has the power and ability to enter into this
Agreement, to grant the rights granted herein and to perform the duties and obligations
herein described.
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In Witness Whereof, the parties hereto execute this contract on the day first above written.
ATTEST:
CLERK OF THE BOARD
Deputy Cler 'o the Board
Approved as to substance:
ounty Fair Board President
COUNTY:
CHAIRMAN OF THE BOARD OF
WELII COUOMMISSIONERS
William F. Garcia, Chairman MAR 1 6 2009
CONTRACTOR:
INTERACTIVE GAME EXPERIENCE,
LLCM
By: f4) J r c , (• y
Title: ow e /t_ 4 Pr s, Fsurf
6
Page 1 of
Jennifer VanEgdom
From: Michelle Langston
Sent: Wednesday, March 11, 2009 11:58 AM
To: Vicky Sprague; Dave Long; William Garcia; Douglas Rademacher; Sean Conway; Barbara Kirkmeyer;
Monica Mika; Don Warden; CTB
Subject: FW: IGX Games List, articles.
Attachments: GAMES LIST FOR IGX.doc; Video Games and Education.doc; Video Games and Health.doc
Hello all,
I asked Brian Schoefplin to send me some information on what games he is planning on bringing to the Weld County
Fair. The first attachment is a game list that he is planning on bringing. He will not bring any games that are rated R,
shooting games, or any that are exploding things.
I hope this information is helpful. Let me know tf there is anything else you need.
Thank you,
Michelle Langston
Weld County Fair/4-H Event Coordinator
970-304-6535 ext. 2085
mlangston@co.weld.co.us
From: igxnet@comcast.net [mailto:igxnet@comcast.net]
Sent: Wednesday, March 11, 2009 11:47 AM
To: Michelle Langston; Michelle Langston
Subject: IGX Games List, articles.
Hi Michelle.
Good to talk with you this morning.
Attached is a list of the types of games we will bring to your event. Also, a couple of articles addressing the many positiv
applications of video gaming. These are not widely understood, especially with those whose only exposure is through th
mainstream media, whose agenda is primarily sensationalism.
I hope this information is of service. Please let me know if there is anything at all I can provide.
Brian Schoepflin - IGX
Dir. of Business Development
5513 West Shady Trail
Old Hickory, TN. 37138
615-406-6024 - Phone
615-773-7174 - Fax
3/11/2009
LIST OF GAMES
1. Guitar Hero — E for Everyone
2. Nascar 2009 — E
3. John Madden NFL - E
4. NCAA Football 2009 - E
5. NCAA Basketball 2009 - E
6. Nintendo Wii sports package; Baseball, Golf, Tennis. Bowling, Boxing - C, T
&E
7. Tiger Woods 2009 - E
8. Burnout Paradise (racing) — T & E
9. Mario Supersmash Brothers for Nintendo Wii — T & E
10. Mario Kart —C,T&E
11. Classic arcade games - C, T, E.
12. Classic Mario games C, T.
13. Ping Pong - E
14. Kids Games (Disney, Dora The Explorer, Spongebob, etc.) ALL C & T
15. Need for Speed (racing) — T & E
16. Finding Nemo — C, T
17. Pirates of the Caribbean — T & E.
Several on the list are very popular, and there will be several screens with the same
game.
LEGEND
C = For Children
T = For Teen
E = For Everyone
Interactive Game Experience Represented By Advertising Consultants
615-758-2025 *fax 615-773-7174 * igxnet@comcast.net
WWW.IGXNET.COM
Video Games & Education*
Educators are increasingly recognizing the impact of entertainment software and utilizing games as a teaching device in a
growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts
of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still -
emerging educational resource. More than just play, entertainment software is now being used to impart knowledge,
develop life skills and reinforce positive habits in students of all ages.
Cognitive Research
In addition to being a great way to keep students engaged, researchers have found that video games have real potential as
next -generation learning tools. Games use new technologies to incorporate principles crucial to human cognitive learning.
University of Wisconsin education professor Dr. James Paul Gee recently concluded that video games intermix instruction
and demonstration, a more effective learning technique than the "memorize -and -regurgitate style" found in most
classrooms.
Scottish teacher Derek Robertson, who founded Consolarium, the Scottish Centre for Games and Learning, released a
survey that shows that brain -training games such as "Dr. Kawashima's Brain Age" have a positive impact on behavior and
on learning when played during school.
In an effort to maintain this unprecedented momentum, the National Science Foundation announced at the 2006
Educational Games Summit that it is funding several games for learning projects, including massively multiplayer games
for science education, building biologically -based immune system simulations for education and training, and game -based
learning in chemistry.
In the Classroom
Almost out of necessity, teachers are taking steps today to incorporate computer and video games into learning. From
national organizations to individual classrooms, the education community is actively pursuing new methods for
developing young minds.
The National Education Association (NEA) serves as a guiding force for instructors, cataloging information that prepares
teachers for incorporating video games into the classroom.
Electronic Arts' "SimCity" is among the NEA's recommendations. The building game, which has shown to improve
students' problem -solving and analytical skills, plays an important role in many "gaming schools." Aspiring engineering
students, for example, participated in the National Engineers Week's "Future City Competition," in which middle school
students around the country competed to design the best 2150 "SimCity" metropolis.
The "GXB Learning Series" is another video game line gaining popularity as an educational resource. Designed by
teachers for both school and home use, the game offers content drawn straight from U.S. state and national education
standards.
At the most basic level, Giancarlos Alvarado, a fifth -grade teacher in Trenton, New Jersey, lobbied successfully for a
technology lab period in his school's schedule so that his students would have an opportunity to create an original video
game. He describes the project as a "culmination of everything the students have learned throughout the school year,"
from social studies to earth science. Alvarado strongly believes that the work allows students to improve their reading,
writing, analytical thinking, computer science, team building, multi -tasking and problem -solving skills.
Schools across the country are also incorporating interactive video games, such as Konami's "Dance Dance Revolution"
into gym classes. "Excergames" such as these are attractive to young students and provide new resources for financially
strapped physical education departments.
Professional Skills
The results that computer and video games have produced for teachers and students in the classroom have encouraged
educational and training efforts outside the classroom. Businesses use games to train employees and games are becoming
a key fixture in public education campaigns.
One entertainment software company, Games2Train, has developed employee training games for American Express, Bank
of America, IBM, JP Morgan Chase, Nokia and Pfizer. In addition, Canon uses a video game in which repairmen must
drag and drop parts into the right spot on a copier to train technicians. IBM has also produced Innov8, a free, interactive
game that teaches graduate students business and technology skills.
Video games and their technologies are also being used as a vehicle to reach and educate the public. The United Nations
World Food Programme, for example, created the "Food Force" video game to educate children about world hunger. Visa
Incorporated has also developed the "Financial Football" video game to teach teenagers money management skills.
Degree Programs
The educational benefits of video games are extending into higher education. Ludology, scholastic video game study from
a humanistic perspective, now qualifies students to pursue careers in computer and video game design and programming.
More than 200 American colleges, universities and technical schools, including New York University, the Art Institute of
Seattle and Marist College, offer programs and courses in video game design and development. Carnegie Mellon
University and the Georgia Institute of Technology offer master's degrees in game development, while the University of
Southern California offers a graduate degree in interactive media and an undergraduate degree in video game
development.
Despite the movement's infancy, the positive impact is tangible. The DigiPen Institute of Technology in Redmond, Was.,
which grants undergraduate and graduate degrees in video game development, has helped transform the Seattle area into
one of the nation's leading game -development regions. With a new research lab at the prestigious Parsons design school
in New York on track to develop video games for training public officials, students and professionals, the impact is only
just beginning.
Video games are also proving to be a lucrative career path for young graduates with starting salaries significantly higher
than other industries. The video game industry's average compensation per employee is more than $92,000.
Go Figure
• i6 — Number of educational technology -based products that the federal government is currently evaluating in
regular classrooms across the United States, according to the United States Department of Education.
• to percent — Increase in students' test score numbers after playing "Dr. Kawashima's Brain Age" on a daily
basis, compared to a one percent increase for the control group, according to Scottish researcher Derek
Robertson.
• 100 to 135 — Number of Global Fortune 500 companies that will have adopted by 2012 gaming for learning
purposes, according to The Apply Group.
• 4 million — Number of people to play "Food Force" in the game's first year, according to the United Nations
World Food Program.
*Courtesy of the Entertainment Software Association, www.theesa.com
Video Games & Health*
The health of the American people is serious business. In a relatively short time, entertainment software has become a
valuable partner in that cause. Computer and video games now serve as useful tools in the fight to preserve well-being,
heal the injured and train the professionals who respond to medical emergencies.
Physical Fitness
Tight budgets and limited time are reducing physical -education programs in America's school systems. To help keep
children fit, many schools are discovering computer and video "exergames," which promote increased activity and
generate excitement. According to research published in the Rochester Democrat & Chronicle, physical -education classes
in at least 35 states have embraced video game technology.
In Pennsylvania, for example, the Connellsville Area School District used a grant from the Highmark Foundation to
purchase gamer bikes and a game called "Dance Dance Revolution." The game, produced by Konami, requires players to
vigorously dance across four arrow -shaped floor pads following a game -generated pattern set to music. In New York, the
Parsippany -Troy Hills School District purchased wristband monitors and related equipment that will track students' heart
rates while playing video games. "It all coordinates with our building focus," principal Eileen Hoehne told WABC in New
York, "Which is instructional strategies to help students understand and assess their own well being, academically,
emotionally, physically."
Students aren't the only ones using video games to stay fit; the concept is also being embraced by seniors and personal
trainers. Retirement communities across the country, such as Grace Presbyterian Village in Dallas, are using Nintendo's
interactive video game, Wii, at their facilities to keep seniors physically active. Brenda Terry, vice president of
rehabilitative services at Grace Presbyterian Village, marvels, "When our residents hear they're going to play Wii, they're
more willing to get up from their chairs and start their therapy."
Personal trainers and fitness clubs, including Gold's Gym and the YMCA, are also using interactive fitness systems that
employ video game technology to make exercise more appealing. For example, seven of the Middle Tennessee YMCA
facilities feature exergaming activities like "Dance Dance Revolution"for young clients. YMCA officials say the games have
improved players' endurance, speed, hand -eye coordination and balance. Moreover, research by the American Council on
Exercise revealed that the game's "standard" and "difficult" modes burn calories at a rate comparable to "the benefits
people get with high -impact aerobics."
Healthy Habits
The health community is also embracing the use of games in the overall promotion of healthy habits. The Robert Wood
Johnson Foundation established the Health Games Research Program in late 2007 to further the use of games in health.
The $8.25 million program, under the direction of University of California at Santa Barbara communication researcher
Debra Lieberman, will distribute grants for original game designs that require physical activity or promote healthy habits.
The center will also maintain an online health games information database that should empower any individual with a
new product idea.
Similarly, Kaiser Permanente established the Healthy Eating Active Living Program. The HMO's most notable project in
this area to date is a free online game entitled "The Incredible Adventures of the Amazing Food Detective." The computer
game teaches 9 and lo -year -olds about nutrition and exercise. In the game, children choose one of several adventures that
involve solving a "mysterious outbreak of unhealthy habits," a process which includes hands-on activities such as
measuring sugar in sodas. After 20 minutes, the game shuts off, forcing players to engage in a different activity for the
next hour.
Rehabilitation Programs
Traditionally a source for diversion, computer and video games in recent years have taken on a special meaning for
individuals whose lives have been altered by injury or illness. Entertainment software has emerged as a uniquely engaging
rehabilitation tool that promotes better attitudes and swifter recoveries for injuries that range from the irritating to the
life -threatening.
In the past year, soldiers returning from combat in Iraq have found awaiting them "Virtual Iraq," a commercial video
game that University of Southern California researchers modified to help veterans cope with the debilitating post -
traumatic stress disorder. The game takes exposure therapy to a new level, allowing veterans to experience the sights,
sounds and smells necessary to emotionally process traumatic memories.
A comparable approach even received an endorsement in November 2007 from President George W. Bush, who played the
rehabilitation computer game with two veterans recovering at a San Antonio, Texas facility.
Duke University professor Zach Rosenthal has also applied video games to exposure therapy, creating a game in which
drug addicts navigate a virtual world filled with real -life temptations under a therapist's guidance. The effort is designed
to help patients build tolerance to previously uncontrollable cravings.
Psychologist Deborah Stokes recommended "brain video games" to migraine headache sufferer Anedi Edelstein, whose
health failed to return after nearly 12 different drug trials. With sensors attached to her scalp, Edelstein attempted to
move objects, such as a space ship, on the monitor via her brain waves. The challenge, Stokes reported, seemed to give
patients the stability needed to resist migraine headaches.
Young cancer patients, meanwhile, learn vital facts about the disease while blasting away malignant cells in HopeLabs and
Cigna Health Care's "Re -Mission" game. The third -person shooter stars Roxxi, a "nanobot" that comes armed with a
Chemoblaster, Radiation Gun, and Antibiotic Rocket. Subsequent studies have revealed that "Re-Mission"players show
measureable improvements in attitude such as a sense of self -efficacy and behavior including taking prescribed
medications.
In Ohio, 15 -year -old Adam Gorski discovered video game rehabilitation, specifically the "Trazer," after suffering a season -
ending knee injury on the football field. Frustrated with monotonous exercises and unremarkable progress, Gorski
replaced his initial, standard physical therapy program with 3o -minute workouts at the Cleveland Clinic in which he
alternates between strength training and 90 -second video games that proceed based on his movements.
Similar rehabilitation units in several other states, such as at Connecticut's Bridgeport Hospital and Minnesota's
Northwestern Hospital, have opted for a more conventional video game console, the Nintendo Wii. Hospital officials
believe that between the Wii's wireless controller and demanding sports games, certain patients gradually can regain
balance, grip strength, or spinal function.
Medical Training
Computer and video games are also being employed to train medical personnel for the life -or -death decisions they have to
make quickly. Organizations such as the Office of Naval Research (ONR) have begun to invest in custom-made video
games to prepare repeatedly for such scenarios.
BreakAway developed "Pulse!!," virtual clinical training software that develops time management and quick -thinking
skills for ONR. Based on a first -person shooter design, "Pulse!!" guides nursing and medical students through simulated
patient interaction as realistic sights and sounds unfold in the background.
The Entertainment Technology Center at Carnegie Mellon developed "Hazmat: Hotzone," a computer -based training
program that serves as a "powerful instructional aid" for emergency personnel who deal with chemical spills or terrorist
attacks involving biological weapons. The game allows supervisors to gauge students' reactions in every possible scenario,
without placing them in harm's way.
Even commercial video games seem to develop effective medical personnel. The February 2007 issue of Archives of
Surgery reported that surgeons who played video games at least three hours a week in their past were 27 percent faster
with 37 percent fewer errors in simulations of laparoscopic surgery than non -players. Follow-up regression analyses
indicated that past and current video gaming held more importance in laparoscopic simulation performance than
traditional factors such as training experience and previous laparoscopic cases.
Go Figure
• 37 — Percent of fewer errors that surgeons who played video games at least three hours a week in their past made
in simulations of laparoscopic surgery compared to non -players.
• 765 — Number of schools the state of West Virginia government intends to supply with the "Dance Dance
Revolution" game by 2009.
• 20 — Number of minutes after beginning that "The Incredible Adventures of the Amazing Food Detective," Kaiser
Permanente's online game about healthy habits, shuts down to force children to engage for an hour in another
activity.
• 70 — Percent of psychologist Deborah Stokes' patients that have reduced or eliminated their migraine medication
after playing "brain" video games.
*Courtesy of the Entertainment Software Association, www.theesa.com
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