NLeSC/Scicomm-SIG

Serious games

Opened this issue · 1 comments

The video game industry faces similar issues as we do. While they might optimize for slightly different use cases, they are good at writing computationally demanding software. But they're even better at creating great user experiences.

I often wonder if/how we could make the use of scientific software feel more like playing a game. Of course we mat strive for amore professional look and feel, but I believe there is a big potential here, e.g. in education or bringing scientific tools in policy instruments as is often alluded to in the digital twin buzz going on.

Would be interesting to discuss in (and beyond) this SIG

Thanks @Peter9192. I think this is really a fascinating topic. Some brainstorming on that:

Physics engines

The videogame industry often develops reusable physics engines. These engines are more focused on performance than on accuracy, but they are also interesting for research. Quick simulations can be really useful for teaching or communicating the basics of a phenomenon. Additionally, these engines are often a good example of well-written, modularized reusable software.

Educational videogames

I got the highest degree of my promotion in classical mechanics. Nevertheless, I've learned way more about orbital dynamics from playing Kerbal Space Program than from studying!

User interfaces

Videogames are the highest end of user interfaces. And, somehow, I have the feeling that that's one of our weaker spots. It could be a good idea to learn from the best.