This article from Ars Technica highlights the cross-pollination of my two favourite topics: Science and Gaming.
What is a video game? It is an interactive medium which takes the input of one or more players and displays the output on a computer screen or TVs. When was the first video game born? It was in the autumn of 1958 when a physicist William Higinbotham created Tennis for Two in Brookhaven National Laboratory. A dot, representing a tennis ball, flies across a primitive CRT screen whenever the player flicks the controls. The whole setup was like a glorified oscilloscope detecting erratic voltage signals.
Video games have evolved since then and became one of the biggest industries in the world. According to Entertainment Software Association, the industry sold over 24.5 billion games and generated more than $34.4 billion in revenue. There is no sign of slowing down either. Twitch.tv, the world’s largest video game streaming platform, revealed its statistics in 2016: there are 2.2 million streamers (players that broadcast their gaming session online), clocking in 292 million minutes watched online. That’s roughly equal to 555 years, big data!
Nonetheless video games can show its productive value when used correctly. Apart from the educational value of video games in recent curriculum (Kerbal Space Program, MinecraftEdu), a few brilliant video games make use of the collaborative and problem-solving nature of the platform to solve scientific problems, for example Foldit (protein structure), EteRNA (RNA folding) and Phylo (NP-hard computational problem). It is a form of citizen science in which the general public solves a scientific problem together. One notable discovery was in 2011 where a group of players solved the structure of an enzyme critical in AIDS virus reproduction.
Game on, players!