Everyone uses Google. Even people who say they don’t use Google, use Google. Google is now an accepted class at major universities – an accepted break from the course of study at everything from elementary to middle to certainly high schools. As many people dislike Google for certain of their marketing and business strategies, and those people STILL use Google every single day. It is unbelievable.
On AddictingGames.com, a website I discovered through both friends’ recommendations and through the course CTools site for this class, there are many types of games. These include puzzle, strategy, sports, and shooting, among many other genres, and levels of excitement, entertainment, and ease of play vary greatly from game to game – from the menial games which I would have generally played to complex games requiring intrinsic motivation and understanding of the mechanics involved, perhaps stemming from other, and external gaming.
I have to say – I am beyond glad I tried this game; it’s functionality, but more importantly, its practicality and pragmatic applications make it a worthwhile venture for everyone, gamers or not. I think this raises a larger issue – if we talk about artificial realities and what games can tell us about political and social issues, and we have also discussed math and other ‘direct’ educational games (such as those with vocabulary and mathematics directly involved in the play of game), there is a third genre brought into play here:
Such a genre teaches lessons or life’s applications with less direct meaning. In the case of this game, a question with AT LEAST two to three parts, such as “Due to an oversight in Congress, the state that joined the Union in 1803 didn’t officially become a state until what year?,” which was the first question I received. In this case, Google itself opens up and users are prompted to search. Upon beginning typing, Google search tips appear in an interstitial (that’s what it’s called in digital advertising; I assume the term is still relevant here) with search tips and hints – an incredibly innovative use of embedding knowledge and education into an entertaining game.
The game is powered by a program called Deja Google. Research I conducted showed that DG is a program which ONLY returns results from before “A Google a Day” was created. IN this way, the program times users, ensuring that search strategies and tactics employed are improved until not only are correct answers derived, but in less time – a strategy that can help everything from tasks to projects to essays to research to life. Solid A for innovation here.