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Pittsburgh serious gamers reach next level with acquisition of competitor

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According to educators the world over, reading the news is an important civic pastime. It keeps us connected with the issues of our world and gives perspective on a life larger than our own. But how well do we retain what we have read? And how does the media influence our actions? Imagine you are reading your morning paper and you complete an article about rocket attacks in the Gaza Strip. Would you be able to form an opinion on the correct course of action for that region or predict what might happen next?

This is exactly the challenge posed by the educational video game “Play The News,” a “serious game” used as a teaching platform by middle-and-high school educators. With the acquisition of its competitor ImpactGames this week, Pittsburgh’s Hybrid Learning Systems has taken control of “Play The News” and another success, “PeaceMaker”, taking its serious game to the next level.

“This is a great opportunity for Hybrid Learning Systems,” saysPresident and CEO Kris Rockwell. “The serious game and social game
markets are in a huge period of growth. By acquiring Peacemaker and Play
the News, we are not only investing in award-winning game platforms, but
we are also promoting important games for change, which can have a
social impact regarding serious issues around the world.”

The games don’t pull any punches, asking students as young as kindergarten to interact with issues of the world and, at more advanced grade levels, to make decisions and consider outcomes in military action, prevention of genocide and dispersing peacekeeping forces. With the acquisition of ImpactGames, Rockwell hopes that Hybrid Learning Systems can bring more widespread use of these games to the U.S., citing their success around the world.

“While much of the rest of the world, especially the United Kingdom and
Australia, have pushed the limit of opportunity for mobile learning, the
U.S. is still catching up when it comes to educational and corporate
entities using serious games, social games and even off-the-shelf games
made for home and hand-held gaming systems in their education and
training programs,” says Rockwell. “Importantly, our educators have
begun to embrace these serious games and social games for change as
important teaching tools at every level of schooling, from K-12 to
colleges and universities.”


Source: Kris Rockwell, Hybrid Learning Systems

Writer: John Steele

Higher Ed, News
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