Gaming carts donated by gamers provide sense of normalcy to hospitalized kids

Gaming carts donated by gamers provide sense of normalcy to hospitalized kids

OMAHA — Patrick Burkholder isn’t exactly a video game aficionado.

But from his hospital bed on Monday, the 18-year-old picked up an Xbox controller and sent his avatar zipping through the blocky world of “Minecraft.”

“It’s been a while,” Burkholder said of the last time he played the game.

The Omaha teen was one of the first patients at Children’s Hospital & Medical Center to try out one of five new gaming carts donated by local video gamers.

The gaming kiosks, called GO Karts, were added to the Omaha hospital’s existing fleet of video game systems. The carts, constructed by the Michigan-based nonprofit Gamers Outreach, carry Xbox One S devices that are loaded with nine games.

Two of the carts were donated by LanFest Netwar, a volunteer group that hosts video game events for charity. The other three carts were donated by local gamer James Gittins, who raised money at a Michigan gaming event. Each cart cost about $3,500.

Video games are in demand at the hospital, particularly for patients who are in isolation and can’t visit the activity rooms on each floor, said Terry Patterson, manager for family resources at the hospital.

“This is about normalization for kids,” Patterson said. “It’s not only about good health care. We want to continue to provide the same social and recreational outlets as home.”

It’s been something different for Burkholder to do while cooped up in his hospital room. He’s been in and out of the hospital since January for a series of digestive issues.

“It’s an amazing thing because it takes his mind off it,” said Tisha Burkholder, Patrick’s mother. “It’s a normal activity, even if it’s only for an hour.”

Each cart has a game console tucked under a desk with all cords out of sight. A monitor and two controllers sit on top. After being wheeled into patient rooms, the height of the carts can be adjusted. The medical-grade kiosks are wiped down after each use.

LanFest Netwar will host another fundraising event on March 16. Proceeds will go toward purchasing three additional carts for the hospital, said Travis Kreikemeier, founder of the group.

Gittins was looking for a way to give back to others and drew off his own hospital experience as a child. He spent four days hospitalized after a severe case of pneumonia.

“I remember waking up and seeing a Super Nintendo there for me to play,” Gittins said. “It made me feel less like I was in a hospital and more like I was with my family playing games.”

Gaming carts donated by gamers provide sense of normalcy to hospitalized kids

Open Call for Entries: “A New Chapter” a group show Extended to March 26

Open Call for Entries: “A New Chapter” a group show Extended to March 26

The Pawling Library & Front Street Gallery present

Open Call for Entries: “A New Chapter” a group show

Extended Deadline: March 26

Opening: April 28

Alexander Graham Bell said, “When one door closes another door opens.” Opportunities abound and what many fail to realize is that we make our own opportunities. We are not required to follow a preordained map. Our story can go in any direction. The unfolding is unending, as our soul searches for what brings us the greatest joy: the fulfillment of experiencing who we truly are. In the journey there is freedom to explore, and always a desire for more. One chapter ends and a new chapter begins.

Important Dates
March 26: Deadline–submissions must be emailed or received by 12am.
March 21: Notification of accepted work sent to artists
April 13-15: Delivery of accepted work to gallery
April 28 Opening Reception at Front Street Gallery

Artwork in all mediums will be considered. We prefer that some of the work be created for this show, keeping in mind the theme.

Up to four images may be submitted. Email images to submit.frontstreet@gmail.com. Image files jpegs, at least 6 inches on the longest side. Please label image files clearly: Artist name, title, medium, dimensions of work and price of each item submitted. Links may be submitted as long as all of the above information is included.

Hanging fee: $25 for each accepted work. Fees due upon delivery to gallery. An artist statement reflecting the body of work represented is optional. Curated by Jeanette Rodriguez. If you have any questions feel free to email us at info@frontstreetgallery.org. Or call 917 880 5307.

Eligibility: Hangable artwork including prints, drawings, photographs, paintings, and mixed media, plus sculpture. Works may not exceed 48″ in any dimension. All works must be suitably prepared to hang and include wire or fixed hardware. No sawtooth hangers. All work must be for sale. A 40% commission will be charged by the gallery, and must be included in artist’s set price. Hanging fees are non-refundable. Every care will be taken to provide for the safety of all artwork. FSG its officers and agents will not be responsible for any loss or damage. FSG does not insure entries and exhibits. Works will be handled and exhibited at artist’s own risk. Front Street Gallery reserves the right to reject or replace any work that it deems substantially different from the work as represented in digital form and description. All packaging material must be removed by the artist at the time of drop off. Packing material WILL NOT be stored or provided at time of drop off and pick up. Reasonable requests will be considered.

Open Call for Entries: “A New Chapter” a group show Extended to March 26

Minecraft at Kent Library March 12 & 26

Minecraft at Kent Library March 12 & 26

Minecraft at the Kent Public Library in March. Minecraft sessions will be Mondays March 12th, and 26th 5:00-5:45. Program is for those ages 7-12.  Registration is required for each session. First registration opens at 10:00 am on Monday, March 1st, and the second registration for the 26th opens on Thursday, March 15th at 10:00 am. You may register for the program by going to www.kentlibrary.org or calling the Kent Public Library at 845-225-8585.  The library is located at 17 Sybil's Crossing, Kent Lakes, NY 10512.

Minecraft at Kent Library March 12 & 26

Ark: Survival Evolved and Minecraft hybrid ‘PixARK’ gets Xbox Game Preview release date

Ark: Survival Evolved and Minecraft hybrid ‘PixARK’ gets Xbox Game Preview release date

Yesterday, during Microsoft's “Inside Xbox” show, Snail Games announced that its open world voxel-based survival game “PixARK” will enter Xbox Game Preview on March 27, 2018. As the name suggests, the game is inspired by the world of Ark: Survival Evolved and other such games.

PixARK will be coming to Xbox One, PC, Nintendo Switch, and PlayStation 4 in 2018. It's unclear if the game will support PlayStation 4 Pro as the developer only confirmed Xbox One X support specifically.

Just like Ark: Survival Evolved, PixARK leaves a group of players stranded on a mysterious island. As expected, to survive, they must hunt, harvest, craft items, grow crops, and build shelters to protect themselves from dinosaurs, natural disasters, and hostile human players. You can also tame creatures, which plays a major role in the experience.

The game definitely has an interesting premise so hopefully it will deliver when it's available on Xbox One later month. However, those who want to play the more mature version can do so right now.

Ark: Survival Evolved is incredibly popular and has been played by over twelve million players since it launched in 2015. The game has numerous servers so you can team up with your friends and other individuals to conquer the map.

Ark: Survival Evolved and Minecraft hybrid ‘PixARK' gets Xbox Game Preview release date

Amazon’s 1TB Minecraft Xbox One S Bundle Is Now $220

Amazon’s 1TB Minecraft Xbox One S Bundle Is Now $220

Remember how Amazon were selling the Minecraft 1TB Xbox for $298 yesterday? Well for whatever reason, that same console is now a hell of a lot cheaper.

As pointed out by matt1234 and TAYbie regular Trikeabout, Amazon Australia has updated the price on their Minecraft limited edition 1TB console.

Yesterday you could grab the 1TB bundle, with a month of Xbox Game Pass and Minecraft, for $298. Now, because why not, that same bundle will cost you $219.98:

Definitely the same bundle. And definitely a lot cheaper (I logged into a couple of Australian accounts to make sure).

If you're looking for a new console or just a 4K Blu-Ray player, you will 1000% not find a better deal than this. And I have no idea how long it'll be around for, but I wouldn't wait too long. Find out more over at Amazon Australia.

Amazon's 1TB Minecraft Xbox One S Bundle Is Now $220

If play is good for kids, does Minecraft count?

If play is good for kids, does Minecraft count?

Parents worry that their children are spending too much time playing games on screens, but maybe they’re just playing, writes researcher Jane Mavoa below.

Mavoa is a PhD candidate in the Microsoft Research Centre for Social Natural User Interfaces in the School of Computing and Information Systems of the University of Melbourne’s Faculty of Engineering.

If you worry that your child has too much screen time you aren’t alone. A 2015 poll found that Australian adults rated “excessive screen time” as their top child health concern, ahead of youth suicide, family violence, and bullying.

Screen time is seen by many as harmfully addictive, taking young children away from more desirable activities like reading, playing with physical toys, or playing outside and getting exercise. There is little hard evidence to back up these fears, but any parent reading the Australian Department of Health and Ageing’s updated official guidelines on screen time could be forgiven for being worried.

They recommend no screen time at all for children aged under two and no more than an hour a day for children under five. Even for children as old as 12, screen time should be limited to no more than two hours a day.

So what are children actually doing when they play on their screens, and is it bad?

Play is play

In fact, based on our own emerging research on children playing the popular Minecraft game, playing on screen may well be a lot like playing off screen. And no one says playing is bad for children.

Play is so strongly linked to positive social, developmental, cognitive, and physical outcomes that the UN has declared the opportunity to play as a fundamental human right for children globally.

Existing research work on children’s digital play has looked primarily at the use of games in education. But, there is another strand of work, including ours, that is more concerned with children’s self-directed, leisure time play. This play, in whatever setting, is strongly associated with positive outcomes like the development of abstract thinking, self-reflection, communication skills, resilience building, empathy, and feelings of accomplishment.

How much Minecraft is too much?

Minecraft is a timely and appropriate case study of contemporary play with upwards of 120 million copies sold. According to our survey of 753 parents, almost half of children aged 3-12 play the game, mostly on tablet devices.

Parents in our survey talked about time on Minecraft taking away from desirable activities like non-screen based play.

Working with co-researchers Dr Marcus Carter at the University of Sydney and associate professor Martin Gibbs at the University of Melbourne, we found that parents associated a wide range of positives with playing Minecraft.

The most commonly mentioned of these was creativity. Parents spoke about the game “fostering creativity” or “allowing the child to be creative,” either in a general sense, or in relation to specific game elements like design, construction, and problem solving.

Parents also noted the highly social nature of playing Minecraft. Even when children are not playing in the same “game world,” the verbal commentary and negotiation of in-game plans and actions provided opportunities for collaboration, negotiation, and teamwork—as well as conflict resolution.

But some parents were worried about what they thought were the excessive amounts of time children dedicated to the game. Parents in our survey talked about time on Minecraft taking away from desirable activities like non-screen based play.

Kinds of play

But what does play actually look like in Minecraft? How does it compare with different forms of traditional play, and what are the connections and consistencies between the two? These are the kinds of questions our research is seeking to address.

We know that parents value explicitly educational content in games, but what about play that is “just for fun”?

Take “symbolic” play for example. In a physical playground this might be something like a child using a stick as a horse or a sword as part of an imaginary story. In Minecraft, this might be a child assigning a role to an in-game object other than the role intended by the developer.

For example, in a recent Minecraft session with my three children, our avatars visited a swimming pool. I had my character jump straight into the water but was promptly informed by my five-year-old that it was of course quite silly to go swimming fully clothed. Upon further instruction I learned that the game’s diamond plated armor was to be worn as bathers, over the top of clothing mind you.

In “socio-dramatic” play children enact real-life scenarios like playing “shops” or “schools.” I’ve seen similar socio-dramatic play take place in Minecraft. My children once ran a restaurant in their Minecraft world that was supplied by a farm managed by my eldest child, who was also the town’s bus driver and the restaurant’s sole customer.

Other researchers have noted connections between digital and non-digital play. Seth Giddings in his book Gameworlds: Virtual Media and Children’s Everyday Play, gives numerous examples of children incorporating digital game features like objects, plots, and game mechanics, into play that happens outside of digital spaces.

I have heard of children “playing Minecraft” in school playgrounds where they substitute elements from Minecraft with readily available items like gum nuts instead of the in-game blocks of iron.

Children’s play worlds are informed by elements of both the physical, imaginary, and digital worlds. For children, the boundaries between these worlds are porous and less consequential than they are for adults.

‘Just for fun’

In the next phase of our research we will be documenting children’s Minecraft play in the same way that scholars have long documented traditional play. A crucial component of this process will be hearing from children themselves.

‘2 more minutes’ makes ending screen time worse

What would they like us adults to know about their Minecraft play? What sorts of play do they identify in Minecraft? What place do digital games have in their overall play worlds?

Ultimately we hope to identify possibilities for leveraging aspects of digital games to facilitate these consistencies and connections with the traditional types of play that are already highly valued. This isn’t about finding reasons to allow children unfettered access to devices. It is about looking at the reality of children playing Minecraft.

We know that parents value explicitly educational content in games, but what about play that is “just for fun”?

Screen-based play that at first may appear a waste of time, might have more in common with the highly revered free-play of children outside “screens” than we have previously given it credit for.

Mavoa and coauthors report their work in New Media & Society and the Proceedings of the Annual Symposium on Computer-Human Interaction in Play.

Source: University of Melbourne