Introduction

Welcome to Geelix School of Serious Games and Edutainment. We offer academic extension courses and projects within computer game development and art. We focus exclusively on teaching and making computer games with educational content and christian values. We currently only offer online courses.

Please click here for enrollment information

Organization

Geelix has been developed by, and is currently offered by, Gridmedia Technologies AS, a computer software company in Norway. We have also organized Geelix Foundation as a public non-profit university and Geelix Corporation as a California C-corporation in the United States. Geelix Foundation offers and manages the educational programs and courses. Geelix Corporation manages intellectual property rights and publishes serious games and content that are produced by students, researchers and others. The current organization structure enables us to provide highly discounted educational programs to young people that would otherwise not be able to afford an education.
 

Instructors

We currently have one instructor. Ole Holthe is currently a Ph. D. candidate at the Department of Telematics at the Norwegian University of Science and Technology in Norway. Ole Holthe is the founder of Gridmedia Technologies AS, Geelix Foundation and Geelix Corporation. His research experiences and interests include computer game technologies, multimedia presentation, social media and safer content technologies for young people and children.
 

Strengths and weaknesses

Our focus on computer game education and research has given us a unique and growing expertise in these fields. We continuously work on research projects and publish research articles within the fields of computer game technologies, systems and multimedia.
    We are, however, a small start-up organization with limited ability to handle a large volume of applications and students. We currently do not offer any degree seeking programs. Our courses are currently not accredited, but we provide transcipts and certify of and attest to the educational quality of each graduating student.
 

Organizational vision

  • Preach the gospel of Jesus Christ through serious games and edutainment.
  • Enable serious games and edutainment with education and new technologies.
  • Protect young people and children from harmful experiences.

There are important problems related to young people and children using computer and video games. In Norway, 30% of children (ages 9 to 12 years) and 57% of young people (ages 13 to 16 years) have played computer and video games that are rated 18 years or older [1]. Similar statistics can be found in other countries as well. There are many ways to access such games, such as through relatives, piracy, downloads, etc.
    There exists a large amount of research on violence in media and video games, and the relation to aggressive thoughts, feelings, behaviours, empathy, etc. Anderson et. al. have in [2] conducted two studies where they found relations between violent video games and aggressive behaviour, lower academic achievements, as well as increased aggressive thoughts. The study has lately been extended significantly in [3], with comments from sceptics, to include a meta-analytic review of related research for evidence to illustrate and document the many negative effects of violence in video games. There are many that have opposing viewpoints and arguments [4].
    There have been incidents of violence where young people seem to have copied the violence of characters and game play in games [5]. An example of this is a 14 year old boy who was murdered with a claw hammer by a 17 year old friend that was obsessed with a violent video game called "Manhunt" (where the game play is set out to kill people with weapons like hammers and knives) [6].
    We wish to provide that young people and children are also struggling with a range of other problems as well that makes for aggravating circumstances for producers of violence in computer games, video games, and the Internet. The World Health Organization [7] suicide prevention program Web site provides that almost one million people die from suicide each year. In the last 45 years, there has been a 60% increase worldwide. Suicide is the second leading cause of death among those aged 10 to 24 years old. WHO notes that the statistics do not include suicide attempts, which are much more frequent. WHO further notes that rates among young people have increased to such an extent that they are now the group at highest risk in a third of the countries. The fact sheet on the health of children and adolescents in Europe provides that the probability of children dying before the age of five has been reduced significantly in the last few decades, but suicide is a major cause of death in adolescents and young adults. The highest rates in the world are found in the European Region. 4% of children aged 12 to 17 year and 9% of 18 year olds suffer from depression. The number of young girls diagnosed with depression has increased. Additionally, the fact sheet provides that child overweight and obesity has increased. The prevalence of overweight among schoolchildren in Europe has increased from around 8% in 1975 to around 24% in 2004.
    We believe that serious computer games are a great opportunity to reach young people and children with positive (or serious) content. It is a very unfortunate fact that many computer games contain a lot of violence, bad language and other harmful experiences. The majority of the other games contain little but mindless entertainment. What if computer games contained educational content that continuously afforded young people and children with useful knowledge and skills (e.g. mathematics)? And, what if computer games preached the gospel of Jesus Christ to young people and children to teach His salvation and healing?
 

Organizational mission

  • Gridmedia Technologies AS offers computer game technologies.
  • Geelix Foundation manages the school of serious games. (Eventually with an on-campus non-denominational christian church.)
  • Geelix Corporation publishes serious games for education and christian values.

We will produce and publish christian computer games that have a strong christian message (i.e. to see young people saved); provide educational programs and church to young people; explore new ways to make and publish serious games with christian content (as well as other educational content with christian values); and educate game developers and designers in computer game christian ethics (as well as how to make good serious games).
 

References

[1] The Norwegian Media Authority's Report on Children and Digital Media. The Norwegian Media Authority, 2010.
[2] Anderson, C. A., Dill, K. E. Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology 2000, Vol. 78, No. 4, 772-790.
[3] Anderson, C. A., Ihori, N., Bushman, B. J., Rothstein, H. R., Shibuya, A., Swing, E. L., Sakamoto, A., Saleem, M. Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin 2010.
[4] The Entertainment Software Association: http://theesa.com
[5] Video game controversy: http://en.wikipedia.org/wiki/Video_game_controversy
[6] BBC News. Game blamed for hammer murder (July 29, 2004): http://news.bbc.co.uk/2/hi/uk_news/england/ leicestershire/3934277.stm
[7] The World Health Organization (WHO) Web site: http://who.int

 

About | Discuss | Screenshots | Downloads | Developers | Affiliates | Terms of Service | Privacy Policy | Copyright

Use of the Geelix® service and this Web site constitutes acceptance of our terms of service and privacy policy.
© 2011 Geelix Corporation. All rights reserved. Geelix® is a registered trademark. Patents pending.