Using VR to Tackle Dementia

I’ve written a bit over the past year or so on the rise of games that are aimed not just to provide fun for the players, but also to help deliver some kind of social good to society too.

For instance Phylo was produced by McGill in a bid to increase the understanding of genetic research.  Eyewire is a similar effort, this time produced by MIT, that aims to further understanding of neuroscience.

EteRNA is a game that explores the folding patterns of RNA, whilst NOVA is tackling a similar issue, but with the hope that it will get youngsters involved.

Charities have also got involved. Reverse the Odds is a game created by Cancer Research UK to help with the fight against the disease.

Or you have Nanocrafter, which has been created by researchers at the University of Washington to help further understanding of synthetic biology.

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