小遊戲挑戰你我地理IQ
這 是一款名為《旅行者IQ大挑戰》(Traveler IQ Challenge)的免費遊戲。遊玩家在一張二維地圖上尋找金沙薩、莫斯科或其他城市及景點的所在位置﹐然後根據答題的速度和準確度來評分。怎麼看這都 不像是款會大受歡迎的遊戲。但Expedia Inc.旗下的旅遊網站TravelPod出於營銷目的在6月份推出這款小遊戲以來﹐其每個月的在線玩家人數已經突破400萬﹐其中甚至包括 Facebook之類流行社交網站的用戶。
《旅 行者IQ大挑戰》在業內被稱作“休閑”遊戲﹐像卡片遊戲和謎題遊戲也屬於這種類型﹐其特點是開發成本低﹐易於上手﹐畫面也不像為Xbox 360等遊戲機開發的新遊戲那般絢爛華麗。而另一方面﹐隨著全球衛星定位系統(GPS)導航設備及Google Earth等新技術的應用﹐人們對地理知識又開始感興趣起來﹐於是便有了《旅行者IQ大挑戰》的成功。Google Earth是谷歌公司(Google Inc.)推出的一款電腦軟件﹐用戶可以在地球的三維模型上進行地理搜索。
美國遊戲發行商電子藝界 (Electronic Arts Inc.)的首席執行長約翰•里奇泰洛(John Riccitiello)稱﹐我已經沉溺於這款遊戲難以自拔。他表示﹐自己的全球排名一度到過第11位﹐而隨著越來越多的人開始玩這款遊戲﹐他的排名已經 掉至第204,184位。這位每年行程達17.5萬公里的高管稱﹐一旦某樣東西真正流行起來﹐你才知道自己有多麼弱智。
這款遊戲的創意來 自TravelPod網站創始人、加拿大程序員盧克•萊維克(Luc Levesque)玩的一種遊戲。當32歲的萊維克坐火車橫越土耳其﹐或驅車去玻利維亞偏遠的鹽沼旅遊時﹐會時不時與同伴玩一種單詞接龍遊戲﹐規則是用頭 一個國家或城市地名的第三個字母作為下一個地名的開頭字母。
今年5月份Facebook開放其網站﹐允許數量龐大的用戶在個人網頁上公佈 獨立軟件開發者製作的遊戲、音樂和其他簡單的應用軟件。於是萊維克便有了製作一款在線地理知識遊戲的想法。他聘請了兩名軟件開發人員用三週時間製作了這款 遊戲。雖然他沒有透露成本幾何﹐但一般情況下的報酬應該不到3萬美元。
萊維克製作這款遊戲的初衷是想引導用戶登錄他的網站TravelPod.com。 這個網站是靠廣告收入維持運營﹐旅遊愛好者可以在網站建立博客來記錄自己的旅行。萊維克稱﹐網站的註冊人數和點擊量大幅增長。他表示﹐最終有可能通過遊戲 直接投放廣告。目前已有超過160萬人在Facebook的網頁上安裝了這款遊戲﹐不過大部分玩家都是從其他網站上下載的﹐就連哥倫比亞廣播公司(CBS Corp.)的“驚險大挑戰”(The Amazing Race)節目網頁也提供這款遊戲的下載。
《旅行者IQ大挑戰》按照由易到難的 順序﹐一開始會讓玩家用10秒鐘左右在地圖上找出倫敦之類的比較知名的城市或景點﹐很快接下來的提問會越來越難﹐例如找出土庫曼斯坦的首都阿什哈巴德 (Ashkabat)。然後遊戲會告訴玩家自己的答案離城市的實際地點偏離了多少﹐並給予相應的評分﹐偏差越小則得分越高。
堪 薩斯城大學(University of Kansas)地理學者傑羅姆•多布森(Jerome Dobson)雖然沒玩這款遊戲。但他認為﹐數十年來地理課在美國學校教育中的份量不斷下滑﹐而包括這款遊戲在內的新科技手段有助於推動地理學科的復興。 像氣候變暖、全球化和伊拉克戰爭之類的事件﹐也在喚起人們對遙遠地區的興趣。身為美國地理學會(American Geographical Society)主席的多布森引用美國知名作家安布魯斯•畢爾斯(Ambrose•Bierce)在第一次世界大戰的話稱﹐戰爭就是上帝讓美國用來學會地 理的。美國地理學會是一個由地理學者和地理愛好者組成的團體。
但研究表明﹐讓美國普通大眾提高地理知識還很有長的路要走。美國國家地理學會(National Geographic Society)去年初組織的一項調查顯示﹐美國18歲至24歲的青年成人只有一半能在地圖上找出紐約所在﹐60%的人在中東地圖上找不到伊拉克。
《旅 行者IQ大挑戰》還會定期公佈關於地理知識的各類成績排行榜。至少本週更新之前﹐在Facebook上玩此遊戲的人中﹐平均地理IQ最低的單位是印度高科 技行業咨詢公司──塔塔咨詢服務公司(Tata Consultancy Services)。該公司駐美國發言人邁克•麥克白(Mike McCabe)在一封電郵中稱﹐這項統計很“有趣”。他表示﹐公司會在培訓員工時考慮這點。但他稱﹐相對於地理知識﹐公司更重視工程技能﹐以及對公司及客 戶文化的總體理解。
測測你的地理IQ
Nick Wingfield
New Game Puts Geography On The Map
The free game, Traveler IQ Challenge, has become an unlikely hit by getting players to locate Kinshasa, Moscow and other cities and attractions by clicking on a crude, two-dimensional world map, and scoring them based on the speed and accuracy of their responses. Created as a marketing gimmick in June by TravelPod, a travel Web site owned by Expedia, Traveler IQ now has more than four million people a month who play it on sites across the Internet, including Facebook's popular social network.
Traveler IQ is part of a wave of what's known in the industry as 'casual' games -- low budget, easy-to-play titles like card games and puzzles -- that lack the visual flare of slick new products for the Xbox 360 and other game consoles. Traveler IQ is also tapping into a renewed interest in geography, stimulated by new technologies like GPS satellite-based navigation devices and Google Earth, a program from Google that lets users browse a three-dimensional model of the planet.
'I'm addicted,' says John Riccitiello, chief executive of videogame publisher Electronic Arts of Redwood City, Calif. Mr. Riccitiello says his overall Traveler IQ ranking got as high as 11th in the world at one time, but his standing dropped as more people began playing the game, sinking to 204,184th. 'Once something gets really popular, you realize what a dolt you are,' says Mr. Riccitiello, who travels about 175,000 miles a year.
Traveler IQ Challenge was inspired by games played by Luc Levesque, a Canadian programmer and traveler who founded TravelPod. When he was on train trips across Turkey and driving for days to reach remote salt flats in Bolivia, Mr. Levesque, 32 years old, would randomly name a country and one of his travel companions would attempt to name another country or capital city that starts with the third letter of the previous country's name.
The idea for an online geography game occurred to Mr. Levesque in May when Facebook of Palo Alto, Calif., opened its site so independent software developers could create games, music and other simple applications that its huge audience could post on their personal Web pages. Two programmers created the game for TravelPod in just under three weeks for an amount Mr. Levesque won't disclose, but which is likely less than $30,000 at standard salaries for engineers.
The game was designed to funnel users to TravelPod.com, an ad-supported Web site that lets travelers set up blogs chronicling their trips. 'We've seen huge increases in registrations and traffic,' says Mr. Levesque, who adds that the Ottawa, Ontario, company could eventually put ads directly inside the game. More than 1.6 million people have installed the game on their Web pages on Facebook. Most of the players of the game now come through other sites that have the program on their pages, including the CBS show 'The Amazing Race.'
Traveler IQ starts out asking users to locate some of the better known cities and attractions in the world, like London, giving users a limit of about 10 seconds to pinpoint them on a map. The locations quickly get harder with cities like Ashkabat, Turkmenistan. The game tells users how close, in kilometers, they got to the actual locations and scores them accordingly, with more points awarded for shorter distances.
Andrew Bridges, an attorney at a San Francisco law firm who has traveled extensively around the world, the game is one of a number of new technologies that help stimulate his interest in distant locales. For fun, he says he'll see how fast he can manually zoom in to find a monument like the Acropolis in Athens using Google Earth.
Jerome Dobson, a geographer at the University of Kansas in Lawrence who doesn't play the game, says new technological applications like Traveler IQ are helping to revive geography after a decades-long decline in the teaching the subject in U.S. schools. Issues like climate change, globalization and the war in Iraq are also encouraging interest in far flung places. Mr. Dobson, also the president of the American Geographical Society, an association of geographers and geography enthusiasts, says writer Ambrose Bierce said around the time of World War I that ''War is God's way of teaching Americans geography.' '
Still, studies suggest there's a ways to go before the public improves its grasp of geography. A survey from early last year sponsored by the National Geographic Society found that only half of young American adults, ages 18 to 24, could locate New York state on a map. Six out of 10 couldn't find Iraq on a map of the Middle East.
Travel IQ provides its own report card, of sorts, on geographical skills. Among those who use the game on Facebook, Tata Consultancy Services, a technology consulting firm based in India, had the lowest average Traveler IQ among workplaces, at least until the rankings were updated during the middle of this week. Mike McCabe, a spokesman for Tata Consultancy Services in the U.S., in an email called the findings 'interesting' and said the company will consider them when training its staff, though he said, 'Engineering skills and an overall cultural understanding of the company and its customers' are higher priorities at Tata than geography.
Nick Wingfield
BBC
虚拟世界中的性教育 | |||||||||
近年来电脑互联网络发展日新月异,越来越多的所谓“虚拟世界”出现。这些都是虚幻境界,有兴趣者可透过网络进行互动,其中最为有名的可能就是“第二人生”(Second Life)。 很多时候,人们都批评这种虚构世界容易让年轻人沉迷,而且也可能会让他们最终脱离现实,陷于不务正业之境。 可是,英国一位大学讲师并不赞同这种说法。她认为这种虚拟世界不单有其存在价值,而且也可以予以利用,达致教育的目的。她自己就即将以此作为“根据地”推广她的性教育课。 作此奇想的是英国曼彻斯特地区的索尔福德大学(University of Salford)的护理学高级讲师芭芭拉·黑斯廷斯-阿萨图利安(Babara Hastings-Asatourian)。 改善情况 黑斯廷斯-阿萨图利安从前是护士,她对于目前英国年轻人的性教育水平感到不满,因此,她想尽种种办法,希望可以推广安全性行为的信息。 就在本周,一个称为“英国年轻人议会”(UK Youth Parliament)的青少年组织发表调查报告说,英国学校为年轻人提供的性教育的水平低落,而很多年轻人多部知道如何得到性方面的知识。 在过去12个月内,黑斯廷斯-阿萨图利安花了不少时间去了解互联网上的社会网络网站(social networking sites),希望找出办法跟年轻人沟通。 她得出的结论是,这种网站不单为年轻人提供娱乐,而且也是一同提供性教育信息的好渠道。
她选择的是“第二人生”这个庞大的虚拟世界。 这个“世界”在2003年成立,但是,在短短四年期间吸引到数以万计来自世界各地的读者。 “生 活”在这个虚拟世界中的是称为avatars的虚构人物,它们都是个别用户创造出来的“人物”。这些“人物”可以在“第二人生”的虚拟空间之中“生活”, 过他们的“社交生活”,而且,他们也可以购物、做生意、置业、投资等;由于这个虚拟空间模仿现实世界,因此,它也出现了“罪案”。 黑斯廷斯-阿萨图利安认为这是一个很好的提供教育的场所。她已经决定在12月13日英国时间晚上8时开设“直播”性健康教育研讨会。 首创之举 黑斯廷斯-阿萨图利安说,据她所知,这是“第二人生”创立以来首次举办同类的性健康研讨会。 在这个虚拟世界的研讨会之中,黑斯廷斯-阿萨图利安将利用声音与文字、图像推广她的信息。在研讨会之后,有关材料也将以多种文字发布,便利那些有需要的人。 黑斯廷斯-阿萨图利安承认,她对此却是感到非常紧张。 不过,如果要真正达到在虚拟世界全面推广性教育,黑斯廷斯-阿萨图利安仍需要通过另一个难关:如果让更多的年轻人可以有适当途径进入这个世界。 这个项目得到英国普利茅斯大学(University of Plymouth)的支持。 |
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