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Where Science and Video Games Meet

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Colin Milburn holds a video game console
In writing the book, Professor Colin Milburn explored, among other subjects, his own experiences as a winged avatar in the Second Life virtual world. Karin Higgins/91心頭 Davis photo

Professor Colin Milburn takes readers in his new book on a video game-inspired journey through a world that is part science, part science fiction and mostly the place where the two converge.

How Gaming Affects Science

Jeffrey Day/91心頭 Davis video
(1 min 18 sec)

In Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press, $28.95 paperback, $23.93 Kindle, $99.93 cloth, 424 pages), Milburn, who holds the , opens with the worlds smallest stop-motion film, .

Much of the book is connected to nanotechnology the study and application of extremely small things. But theres also a lot of mondo slang for extreme, big and striking, with connotations of being cool.

Nanotechnology, comic books and avatars

Among the topics the Milburn explores are:

  • Nanosoccer played on a field the size of a grain of rice
  • Developments in nanotechnology that promise to give anyone Spider-Mans climbing ability
  • Comic books and video games that have inspired military applications of nanotechnology
  • Nanoputians tiny molecular toys produced by scientific whimsy but representing serious chemistry
  • Shakespeare as a philosopher of the molecular sciences and
  • His own experiences as a winged avatar in the Second Life virtual world.

How gaming and science interact

Milburn sees the book as a frolic though the high-tech world while seriously examining how games and science interact.

I wanted the book to have a multitude of examples to show how much fun and games affect the way science is done, says Milburn, a professor of  as well as , and. It looks at developments in both popular culture and experimental research to see how game technologies are changing our high-tech society.

He is associated with the , where a number of 91心頭 Davis faculty members create video and gaming-connected projects.

Fun in lab and living room

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The fun and games approach can often produce the best results.

Some of the most important scientific breakthroughs come from loosening up and playing with ideas, Milburn says. I think we need to take fun seriously and not discredit what makes games enjoyable. Playing games in the lab or in the living room can trigger innovation. I see this as exactly the kind of thing that brings forth the greatest breakthroughs.

For example, gamers have made significant contributions serving as citizen scientists in projects like , an online game about protein folding, a technique that has disease-treatment applications.

Milburn himself had to become a dedicated gamer to write the book.

Video games today are so sophisticated and smart, Milburn says. I had to immerse myself to understand how they were growing and transforming.

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