debate between whether video games can help lure in readers to books and/or improve their reading skills generally -- not much research out there
The Smithsonian American Art Museum is launching an alternate reality game (ARG) called "Ghosts of a Chance." "Ghosts" aims to welcome gamers and non-gamers alike to play through a storyline that traverses virtual and physical worlds. Nina Simon's blog coverage provides some great behind-the-scenes info and links. See the actual game at http://www.ghostsofachance.com/.
private sector developing immersive, multi-player video game designed specifically to teach standards-based science concepts
The U.S. Army and Project Lead the Way are partnering to use the America's Army
PC game platform currently used as a soldier training tool to enhance science and
engineering curricula in middle and high schools across the country.
Describes ways that teachers currently use video games in the classroom, and discusses Quest to Learn, a proposed New York City public school with a game-centered curriculum.
a description of games that kids were learning science from, but in this case we go from Hollywood straight to the teenagers, bypassing any intentional educational intervention at all
Nintendo's second Chibi-Robo game (released 2007) marketed as its first "eco-game" for kids. Players help Chibi earn "Happy Points" by cleaning up a park and performing eco-friendly deeds.
How videogames affect cognitive skills
Teens, Video Games and Civics - Report from the Pew Internet and American Life Project
Forget differences in race, income or ethnicity--virtually all American teens play video games. That's the verdict of a new study from the Pew Internet and American Life Project that renders the digital divide almost nonexistent when it comes to video games, including computer, console and mobile games.