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	<title>WILL Interactive: News &#187; Education</title>
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	<description>Updates on Will Interactive</description>
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		<title>WILL Interactive Wins Two Communicator Awards</title>
		<link>http://willinteractive.com/news/2010/07/will-interactive-wins-two-communicator-awards/</link>
		<comments>http://willinteractive.com/news/2010/07/will-interactive-wins-two-communicator-awards/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 16:29:12 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>
		<category><![CDATA[Military]]></category>
		<category><![CDATA[Youth Education]]></category>

		<guid isPermaLink="false">http://willinteractive.com/news/?p=103</guid>
		<description><![CDATA[WILL Interactive has been awarded two Communicator Awards by the International Academy of the Visual Arts. WILL Interactive’s The High Ground was awarded the Award of Excellence for the category of Best Interactive Multimedia -Training; whereas It’s Your Call was awarded the Award of Distinction for the category of Best Interactive Multimedia &#8211; Gaming or [...]]]></description>
			<content:encoded><![CDATA[<p>WILL Interactive has been awarded two <a href="http://www.communicatorawards.com/">Communicator Awards</a> by the <a href="http://www.iavisarts.org/">International Academy of the Visual Arts</a>. WILL Interactive’s The High Ground was awarded the Award of Excellence for the category of Best Interactive Multimedia -Training; whereas It’s Your Call was awarded the Award of Distinction for the category of Best Interactive Multimedia &#8211; Gaming or Gaming Related. The Communicator Awards are presented for projects that exceed industry standards in quality and achievement.</p>
<p>“We are honored to have two of our programs recognized by the International Academy of the Visual Arts,” WILL Interactive CEO and Co-Founder Sharon Sloane said.  “We are very gratified to be recognized for this work and look forward to developing more programs to help men, women, and children of all ages in their quest to make better decisions.”</p>
<p>WILL Interactive uses a patented form of digital game-based learning technology called <a href="http://willinteractive.com/veils">Virtual Experience Immersive Learning Simulations</a> (<a href="http://willinteractive.com/veils">VEILS®</a>). This proprietary system of learning combines education and entertainment through a unique and captivating blend of technology, art, science, psychology, learning theory and game theory. WILL Interactive’s programs are often called a cross between a feature film and a video game because they allow users to play as the lead characters in live action, full-screen, full-motion, research-based movies that reflect real-life decisions and consequences in the safety of cyberspace.</p>
<p>The High Ground follows two playable characters in an Air Defense Artillery Battery deploying into a nontraditional mission environment. The VEILS® immerses the players in a world that they can recognize, engages them with a story and characters with which they can readily identify, and develops moral reasoning by giving them the opportunity to exercise ethical decision-making skills in a no-risk environment. The High Ground was produced by WILL Interactive using its patented Virtual Experience Immersive learning Simulation (VEILS®) technology. Development of The High Ground was funded by the <a href="http://acpme.army.mil/">Army Center of Excellence for the Professional Military Ethic</a> (<a href="http://acpme.army.mil/">ACPME</a>).</p>
<p>“WILL Interactive’s VEILS® technology combined with their outstanding creative, production, and technical teams has been a key factor in shaping  improved moral development and values inculcation curricula for the US Army,” said Colonel Sean T. Hannah, Director of ACPME, US Army, Infantry. “More than any other method or technology available today, VEILS® supports the “practice-feedback-reflection-practice” process loop that is so critical to achieving authentic moral growth.  We congratulate WILL Interactive on this achievement and eagerly look forward to our next opportunity to work with this outstanding company.”</p>
<p>WILL Interactive’s <a href="http://willinteractive.com/products/its-your-call">It’s Your Call</a> is an interactive game that allows users to play out difficult situations in the safety of cyberspace before they live them out in real life.  The game offers teens guidance about responsible cell phone behavior and teaches them how to use technology to enhance their personal safety. In the game, students become a live action character in an interactive movie and are presented with a series of difficult decision in a slice-of-life context. It’s Your Call was produced in cooperation with <a href="http://www.webwisekids.org/">Web Wise Kids</a> and partially funded by grants from <a href="http://www.verizonwireless.com">Verizon</a> and the <a href="http://www.theesa.com/foundation/index.asp">ESA Foundation</a>.</p>
<p>“These awards underscore the hard work that Web Wise Kids, WILL Interactive, Verizon, and the ESA Foundation have done in creating this invaluable simulation,” said Judi Westberg Warren, president of Web Wise Kids.  “Our goal is to help create a safe, friendly cell phone and online experience for millions of young people.  This award will help us in our mission to provide important answers to the questions that young people have about the new frontiers in modern communications.”</p>
<p><a href="http://www.communicatorawards.com/">The Communicator Awards</a> is the leading international awards program honoring creative excellence for communications professionals. Founded over a decade ago, The Communicator Awards received over 9,000 entries from companies and agencies of all sizes, making it one of the largest awards of its kind in the world.</p>
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		<title>What&#8217;s Your Game Plan?</title>
		<link>http://willinteractive.com/news/2010/05/whats-your-game-plan/</link>
		<comments>http://willinteractive.com/news/2010/05/whats-your-game-plan/#comments</comments>
		<pubDate>Wed, 12 May 2010 23:58:20 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Youth Education]]></category>

		<guid isPermaLink="false">http://willinteractive.com/news/?p=94</guid>
		<description><![CDATA[T.H.E. Journal has a piece entitled What&#8217;s Your Game Plan?, which explores bringing video games into the classroom: Teachers worried about how they would integrate the game into the curriculum and whether it could motivate students who often fell asleep in class. The IT staff wondered whether DimensionM would overwhelm the district’s computer network. Administrators [...]]]></description>
			<content:encoded><![CDATA[<p>T.H.E. Journal has a piece entitled <a title="Read the article" href="http://thejournal.com/articles/2010/05/01/whats-your-game-plan.aspx">What&#8217;s Your Game Plan?</a>, which explores bringing video games into the classroom:</p>
<blockquote><p>
Teachers worried about how they would integrate the game into the curriculum and whether it could motivate students who often fell asleep in class. The IT staff wondered whether DimensionM would overwhelm the district’s computer network. Administrators were concerned the benefits would fall short of the costs.</p>
<p>But the students were eager to play, and Garland educators spotted an opportunity: Put the kids’ competitiveness to work by staging a year-end tournament for the top gamers.</p>
<p>Teachers worried about how they would integrate the game into the curriculum and whether it could motivate students who often fell asleep in class. The IT staff wondered whether DimensionM would overwhelm the district’s computer network. Administrators were concerned the benefits would fall short of the costs.<br />
But the students were eager to play, and Garland educators spotted an opportunity: Put the kids’ competitiveness to work by staging a year-end tournament for the top gamers.</p></blockquote>
<p>It also features a a few quotes from WILL President &amp; CEO Sharon Sloane:</p>
<blockquote><p>“Kids can smell hokey from a mile away,” says Sharon Sloane, president and CEO of Will Interactive, which makes video simulations for teens that address social issues such as violence in schools and drug abuse.</p>
<p>Detective Frank Dannahey, an investigator in the youth division of the Rocky Hill, CT, police department, helped provide real-life content for the company’s It’s Your Call, a game designed to teach cell phone safety. Dannahey tried out a beta version with half a dozen middle schoolers. He says districts should take the time to get students’ feedback. “If they like a game, they will get their friends to play it. We shouldn’t leave them out of the process.”</p></blockquote>
<p>Read the full article <a title="Read the full article" href="http://thejournal.com/articles/2010/05/01/whats-your-game-plan.aspx">here</a>.</p>
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		<title>Sharon Sloane writes article for Educational Technology magazine</title>
		<link>http://willinteractive.com/news/2009/09/sharon-sloanes-writes-article-for-education-technology-magazine/</link>
		<comments>http://willinteractive.com/news/2009/09/sharon-sloanes-writes-article-for-education-technology-magazine/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 00:43:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>

		<guid isPermaLink="false">http://willinteractive.com/news/?p=59</guid>
		<description><![CDATA[WILL&#8217;s Sharon Sloane and USNA&#8217;s Elizabeth Holmes co-wrote the article &#8220;Using Gaming Technology to Teach Ethical Decision-Making&#8221; which was published in the September-October 2009&#8242;s issue of Educational Technology magazine. &#8220;The authors describe the steps in the ethical decision-making process and show how employers and educators are addressing ethical gray areas using innovative simulations in order [...]]]></description>
			<content:encoded><![CDATA[<p>WILL&#8217;s Sharon Sloane and USNA&#8217;s Elizabeth Holmes co-wrote the article &#8220;Using Gaming Technology to Teach Ethical Decision-Making&#8221; which was published in the September-October 2009&#8242;s issue of Educational Technology magazine.</p>
<blockquote><p>&#8220;The authors describe the steps in the ethical decision-making process and show how employers and educators are addressing ethical gray areas using innovative simulations in order to better prepare employees and other personnel to face ethical challenges head-on. The model outlined in this article can be used as a teaching and training tool to enhance training in the workplace.&#8221;</p></blockquote>
<p>You can download an Adobe PDF of the article <a href="http://willinteractive.com/files/Educational-Technology-Article_Using-Gaming-Technology-to-Teach-Ethical-Decision-Making.pdf">here (8mb)</a> (reprinted with permission of Educational Technology Publications).</p>
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		<title>&#8216;Outside the Wire&#8217; featured in CLO Magazine</title>
		<link>http://willinteractive.com/news/2008/06/outside-the-wire-featured-in-clo-magazine/</link>
		<comments>http://willinteractive.com/news/2008/06/outside-the-wire-featured-in-clo-magazine/#comments</comments>
		<pubDate>Wed, 25 Jun 2008 20:39:57 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>
		<category><![CDATA[Military]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://willinteractive.com/news/?p=43</guid>
		<description><![CDATA[Chief Learning Officer Magazine is running an article by Lindsay Edmonds Wickman which features Outside the Wire, a VEILS® developed last year to help train the US Army&#8217;s Forward Support Company: Imagine being in a hostile foreign country commanding a unit of fresh-faced soldiers. You want to be prepared, you want to make good decisions [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.clomedia.com/">Chief Learning Officer Magazine</a> is running an article by Lindsay Edmonds Wickman which features <em>Outside the Wire</em>, a <a href="http://willinteractive.com/veils/">VEILS®</a> developed last year to help train the US Army&#8217;s Forward Support Company:</p>
<blockquote><p>Imagine being in a hostile foreign country commanding a unit of fresh-faced soldiers. You want to be prepared, you want to make good decisions and you want to be a leader.</p>
<p>But how can you truly prepare someone for this role? One possible answer is simulations, such as <em>Outside the Wire</em>, a WILL Interactive Virtual Experience Immersive Learning Simulation (VEILS®), a cross between a feature film and a computer game that immerses individuals into potentially real situations and circumstances.</p>
<p>“Just the opening scene of <em>Outside the Wire</em>, where you have people who are being shot and killed [is] enough to awaken lieutenants, who [will] now understand the impact of their decisions — that they’re responsible for lives under their leadership,” said Gayle Olszyk, deputy to the commander for training at the U.S. Army Ordnance Center and Schools.<br />
“What choices you make are going to impact a lot of other people. That’s a reality that is very difficult to present to an officer in a written scenario. This is the reality of what you’re going to be facing when you get to Iraq.”</p></blockquote>
<p>Read the full article <a href="http://www.clomedia.com/executive-briefings/2008/June/2257/index.php">here</a>.</p>
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		<title>WILL Interactive, Inc. Receives Grant From Carefirst Blue Cross Blue Shield to Address School Violence</title>
		<link>http://willinteractive.com/news/2007/04/will-interactive-inc-receives-grant-from-carefirst-blue-cross-blue-sheild-to-address-school-violence/</link>
		<comments>http://willinteractive.com/news/2007/04/will-interactive-inc-receives-grant-from-carefirst-blue-cross-blue-sheild-to-address-school-violence/#comments</comments>
		<pubDate>Wed, 11 Apr 2007 14:00:11 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Youth Education]]></category>

		<guid isPermaLink="false">http://willinteractive.com/app/webroot/news/2007/04/11/will-interactive-inc-receives-grant-from-carefirst-blue-cross-blue-sheild-to-address-school-violence/</guid>
		<description><![CDATA[Potomac, MD: WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming and recipient of the National Training and Simulation Association (NTSA) ‘2006 Best Serious Game’ award, in partnership with the Public Charter School Student Support Center (SSC), known for their work in substance abuse and violence prevention in urban schools serving [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Potomac, MD:</strong> WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming and recipient of the <a title="NTSA Home Page" href="http://www.trainingsystems.org/">National Training and Simulation Association</a> (NTSA) ‘2006 Best Serious Game’ award, in partnership with the <a title="SSC Home Page" href="http://www.studentsupportcenter.org">Public Charter School Student Support Center</a> (SSC), known for their work in substance abuse and violence prevention in urban schools serving high-risk youth, announced the receipt of a grant from <a title="CareFirst Home Page" href="http://www.carefirst.com/">CareFirst Blue Cross Blue Shield</a>.  The grant will be used to address school violence in five Washington, D.C. schools by introducing an education program that will utilize WILL Interactive’s serious  games, <a title="Product Page" href="http://willinteractive.com/hate-comes-home">Hate Comes Home</a> and <a title="Product Page" href="http://willinteractive.com/interactive-nights-out-2">Interactive Nights Out 2™</a> (INO2™).  Included within the grant will be a license for each school to continue using Hate Comes Home and Interactive Nights Out 2 after the initial education program is completed.</p>
<p>“We are excited to work with CareFirst Blue Cross Blue Shield to take a decisive step in addressing the important issue of school violence,” said Sharon Sloane, CEO WILL Interactive, Inc.  “WILL Interactive’s serious game learning tools, Hate Comes Home and Interactive Nights Out 2, instruct in a unique, highly engaging medium attractive to the video game generation.  The software will be instrumental in the success of this program in teaching students how to think rather than what to think.”<br />
<span id="more-12"></span><br />
“We are proud to support the Student Support Center in their efforts to address school violence,” said Gregory A. Devou, CareFirst Executive Vice President and Chief Marketing Officer.  “It’s so important to be involved in educating our youth about the significance of preventing violence in their lives.”</p>
<p>“The Student Support Center for the public charter schools is thrilled that with the grant from Care First we can purchase these exceptional interactive games to enhance our programs in character education and substance abuse prevention. The games are part of a comprehensive effort to develop healthy student and positive school environments where all children can succeed,” said Eve Brooks, Executive Director of the Student Support Center.  She continued, “The students in the D.C. charter schools, like those in the D.C. Public Schools often come from communities fraught with drugs and violence.  The Games will help them to develop decision making and resistance skills to avoid the temptations of both.  They augment a continuum of evidence-based mental health and character education programs already in place.”</p>
<p>WILL Interactive’s Hate Comes Home begins with the Homecoming dance that no school should ever experience: two students are killed in a hate crime committed by other students.  Four students hold the keys to a peaceful outcome and the player of this game must navigate through a series of decisions to reach that peaceful outcome. Interactive Nights Out 2 helps 11-17 year-olds make educated choices about alcohol and other drugs.  As the lead characters, the player attends parties, takes road trips, confronts the law, addresses family and peer relationships, and tackles decisions regarding alcohol and other drugs.</p>
<p>A Youth Policy Institute-developed survey on violence among youths was administered to students in five D.C.-based charter high schools and 12 charter middle schools during the spring of 2006, showing a high level of violence.  The survey found that:</p>
<blockquote><p><strong>In charter high schools that participated in the survey:</strong></p>
<ul>
<li> 26.3% of respondents have hit, slapped, or shoved a teacher or another grown-up at school at least once;</li>
<li> 59.3% of respondents have hit or kicked someone;</li>
<li> 40.7% of respondents have been in a physical fight in the past 12 months.</li>
</ul>
<p><strong>In charter middle schools that participated in the survey:</strong></p>
<ul>
<li> 59.9% of respondents have been hit, pushed, or kicked by another student;</li>
<li> 81.6% of respondents have witnessed other students being hit, pushed or kicked by another student;</li>
<li> 47.7% of respondents have witnessed another student beaten up badly at least once since the beginning of the school year.</li>
</ul>
</blockquote>
<p>WILL Interactive’s Hate Comes Home and Interactive Nights Out 2 learning games are now available to schools and organizations across the country via the Internet and on CD-ROM.  These learning tools are designed to improve critical thinking, judgment and decision-making and use WILL Interactive’s patented <a title="About VEILS" href="http://willinteractive.com/veils">VEILS</a>® (Virtual Experience Immersive Learning Simulation) technology, which has been proven effective in changing behavior and enhancing positive decision-making.</p>
<p>A cross between a video game and a feature film, VEILS® enables users to role-play the lead characters in live-action, research-based interactive movies that depict real-life decisions and consequences in the safety of cyberspace.  The goal is to enhance the user’s decision-making skills by creating realistic, stressful situations where the user must make decisions in a slice of life context.</p>
<p>Other WILL Interactive programs for students include <a title="Product Page" href="http://willinteractive.com/generation-rx">Generation Rx</a>™, <a title="Product Page" href="http://willinteractive.com/the-challenge">The Challenge</a>, and <a title="Product Page" href="http://willinteractive.com/just-2-days">Just Two Days</a>.  Generation Rx™ was created with students and in collaboration with the <a title="KRCC Home Page" href="http://www.krccnet.com/">Kentucky River Community Care</a>, Inc. to reinforce a prescription drug abuse prevention program in Eastern Kentucky aimed at 12 – 17 year olds.  The Challenge teaches teen leadership skills for the same age group, and Just 2 Days addresses anger management and school violence.</p>
<hr /><strong> About CareFirst</strong><br />
In its 71st year of service, <a title="CareFirst Home Page" href="http://carefirst.com">CareFirst</a>, an independent licensee of the Blue Cross and Blue Shield Association, is a not-for-profit health care company which, through its affiliates and subsidiaries, offers a comprehensive portfolio of health insurance products and administrative services to more than 3 million individuals and groups in Northern Virginia, the District of Columbia and Maryland. Through its CareFirst Commitment initiative and other public mission activities, CareFirst supports efforts to increase the accessibility, affordability, safety and quality of health care throughout its market areas.</p>
<p><strong>About the Public Charter Schools Student Support Center (SSC)</strong><br />
The Public Charter Schools Student Support Center (SSC) is a non-profit, 501 (C)(3) organization founded by charter schools in 1999. Its mission is to assist the District of Columbia’s (DC) charter schools in meeting the social, developmental and educational needs of their students.  Charter schools serve an overwhelming percentage (96%) of minority and low-income students, representing 25% of all DC public school students. Seventy-six percent of these students qualify for free and reduced price meals.  SSC helps charter schools to build safe environments that prevent and reduce the risk of violence, substance abuse, and other negative health outcomes.  The organization brings a public health approach to its work.  SSC integrates best practices in education, child and youth development, and mental health services to help youth develop into mentally healthy and productive citizens.  To learn more, visit <a title="Student Support Center" href="http://www.studentsupportcenter.org">www.studentsupportcenter.org</a></p>
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		<title>Teens Make Drug Decisions in Game</title>
		<link>http://willinteractive.com/news/2006/11/teens-make-drug-decisions-in-game/</link>
		<comments>http://willinteractive.com/news/2006/11/teens-make-drug-decisions-in-game/#comments</comments>
		<pubDate>Wed, 29 Nov 2006 18:29:34 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>
		<category><![CDATA[Youth Education]]></category>

		<guid isPermaLink="false">http://willinteractive.com/app/webroot/news/2006/11/29/teens-make-drug-decisions-in-game/</guid>
		<description><![CDATA[The Lexington Herald-Leader writes an article about WILL&#8217;s Generation Rx: &#8220;Prescription drug abuse, a major problem in Eastern Kentucky, has now become a national public health issue, Mathews said. &#8216;Through this new interactive program, we now hope to lead the nation in demonstrating a new way to involve teenagers in avoiding future drug abuse,&#8217; he [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://www.kentucky.com/">Lexington Herald-Leader</a> writes an article about WILL&#8217;s <a href="http://willinteractive.com/generation-rx">Generation Rx</a>:</p>
<blockquote><p>&#8220;Prescription drug abuse, a major problem in Eastern Kentucky, has now become a national public health issue, Mathews said.</p>
<p>&#8216;Through this new interactive program, we now hope to lead the nation in demonstrating a new way to involve teenagers in avoiding future drug abuse,&#8217; he said. &#8216;We&#8217;re dealing with a video-game generation.&#8217;&#8221;</p></blockquote>
<p><a href="http://www.kentucky.com/mld/kentucky/news/16119679.htm">Read the article</a></p>
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		<title>Shoot ‘em Ups with Life-Changing Lessons</title>
		<link>http://willinteractive.com/news/2006/11/shoot-%e2%80%98em-ups-with-life-changing-lessons/</link>
		<comments>http://willinteractive.com/news/2006/11/shoot-%e2%80%98em-ups-with-life-changing-lessons/#comments</comments>
		<pubDate>Wed, 08 Nov 2006 18:34:54 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>
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		<description><![CDATA[Yahoo! Tech writes an article about video games that teach kids life-changing lessons including WILL&#8217;s Generation Rx in its list of serious games: &#8220;It&#8217;s not just about shoot ‘em ups, though. It&#8217;s called decision training, and Will Interactive takes the gameplay a step further by using real actors and movie scenarios in its games such [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://tech.yahoo.com">Yahoo! Tech</a> writes an article about video games that teach kids life-changing lessons including WILL&#8217;s <a href="http://willinteractive.com/generation-rx">Generation Rx</a> in its list of serious games:</p>
<blockquote><p>&#8220;It&#8217;s not just about shoot ‘em ups, though. It&#8217;s called decision training, and Will Interactive takes the gameplay a step further by using real actors and movie scenarios in its games such as Generation RX. Generation RX deals with the growing problem of teenagers who abuse prescription drugs. Kids watch a story unfold and reach critical decision points. Based on those decisions, the story moves along, with kids exploring the various consequences.&#8221;</p></blockquote>
<p><a href="http://tech.yahoo.com/blogs/raskin/5769;_ylt=ArNVyVXri.xf0N_SbIe3pM8hLpA5"><br />
Read the article</a></p>
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		<title>Serious Game To Address Drug Abuse In Children</title>
		<link>http://willinteractive.com/news/2006/08/serious-game-to-address-drug-abuse-in-children/</link>
		<comments>http://willinteractive.com/news/2006/08/serious-game-to-address-drug-abuse-in-children/#comments</comments>
		<pubDate>Tue, 29 Aug 2006 18:39:27 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>
		<category><![CDATA[Youth Education]]></category>

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		<description><![CDATA[Serious Game Source writes an article on the seriousness and effectiveness of WILL&#8217;s Generation Rx: &#8220;Generation Rx was designed to improve critical thinking, judgment and decision-making, and uses WILL Interactive&#8217;s patented VEILS (Virtual Experience Immersive Learning Simulations) technology, which the company notes has been proven effective in changing behavior and enhancing positive decision-making.&#8221; Read the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.seriousgamessource.com">Serious Game Source</a> writes an article on the seriousness and effectiveness of WILL&#8217;s <a href="http://willinteractive.com/generation-rx">Generation Rx</a>:</p>
<blockquote><p>&#8220;Generation Rx was designed to improve critical thinking, judgment and decision-making, and uses WILL Interactive&#8217;s patented VEILS (Virtual Experience Immersive Learning Simulations) technology, which the company notes has been proven effective in changing behavior and enhancing positive decision-making.&#8221;</p></blockquote>
<p><a href="http://www.seriousgamessource.com/item.php?story=10669 "><br />
Read the full article</a></p>
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		<title>“Generation Rx™” Pits Teens Against Prescription Drug Abuse</title>
		<link>http://willinteractive.com/news/2006/07/%e2%80%9cgeneration-rx%e2%84%a2%e2%80%9d-pits-teens-against-prescription-drug-abuse/</link>
		<comments>http://willinteractive.com/news/2006/07/%e2%80%9cgeneration-rx%e2%84%a2%e2%80%9d-pits-teens-against-prescription-drug-abuse/#comments</comments>
		<pubDate>Sat, 01 Jul 2006 14:00:38 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Youth Education]]></category>

		<guid isPermaLink="false">http://willinteractive.com/app/webroot/news/2007/04/11/%e2%80%9cgeneration-rx%e2%84%a2%e2%80%9d-pits-teens-against-prescription-drug-abuse/</guid>
		<description><![CDATA[Confronting a national epidemic, interactive program uses familiar video-game technology to reach a tech-savvy teen audience Potomac, MD: WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming, has created Generation Rx™, an interactive gaming simulation, in collaboration with Kentucky River Community Care, Inc. (KRCC), a private non-profit organization dedicated to mental [...]]]></description>
			<content:encoded><![CDATA[<p><em>Confronting a national epidemic, interactive program uses familiar video-game technology to reach a tech-savvy teen audience </em></p>
<p><strong>Potomac, MD:</strong> WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming, has created<a href="http://www.willinteractive.com/generation-rx"> Generation Rx™</a>, an interactive gaming simulation, in collaboration with <a href="http://www.krccnet.com">Kentucky River Community Care, Inc. (KRCC)</a>, a private non-profit organization dedicated to mental health.  A high-tech “choose-your-own-adventure” program with serious consequences, Generation Rx™ was developed to tackle the devastating national epidemic of prescription and over-the-counter drug abuse among 12-17 year-old youth.<br />
<span id="more-13"></span><br />
Teenage abuse of over-the-counter and prescription drugs is an increasingly alarming national crisis.  New abuse of prescription opioids among children 12 to 17 years old was up by 542% between 1992 and 2002, and in 2004, 2.3 million 12 to 17 year-olds abused at least one controlled prescription drug.<br />
<em>[Source: “Under the Counter: The Diversion and Abuse of Controlled Prescription Drugs in the U.S.” – The National Center on Addiction and Substance Abuse at Columbia University].</em></p>
<p>Generation Rx™, created with students in Eastern Kentucky as part of KRCC’s substance abuse prevention program in schools, will be available to schools and organizations across the country, via the Internet, and on CD-ROM.  Designed to improve critical thinking, judgment and decision-making, Generation Rx™ uses WILL Interactive’s patented <a href="http://willinteractive.com/veils">VEILS®</a> (Virtual Experience Immersive Learning Simulations) technology, which has been proven effective in changing behavior and enhancing positive decision-making.</p>
<p>A cross between a video game and a feature film, VEILS® enables users to role-play the lead characters in live-action, research-based interactive movies that depict real-life decisions and consequences in the safety of cyberspace.  The goal is to enhance the user’s decision-making skills by creating realistic, stressful situations where the user must make decisions in a slice of life context.  The experiential learning provided by WILL Interactive’s programs teaches users how to think rather than what to think.</p>
<p>Generation Rx™ allows students to role-play as three characters of different age, gender, education and socio-economic status.</p>
<ul>
<li> Leslie is an ambitious freshman who is beginning her high school career on the varsity cheerleading squad and with her well-liked new boyfriend Justin, a senior.  What does she decide when Justin, starts to pressure her into taking pills to party and have a good time with him and his older friends?  She doesn’t want to let him down. </li>
<li> Ryan is a 17-year-old basketball star, who has just started his senior year with a career-ending injury.  He’s prescribed painkillers by his doctor, but after seeing his father’s downfall due to prescription drug abuse, Ryan is wary of taking them.  What should he do when his girlfriend asks him for his extra pills, and the kids around school start pressuring him to share his stash? </li>
<li> Roy is a 17 year-old, who is half a step away from being a high-school dropout.  His grandfather first gave him a prescribed pain pill to help a toothache two years ago, and now Roy sells pills to support his own addiction.  After a near-death overdose due to using a mix of prescription and illegal drugs, should he continue on his path or seek help to get clean?  Does he go back to his pill-popping friends &#8211; the only ones he’s ever known &#8211; or does he go back to school and get a job? </li>
</ul>
<p>“We are pleased to work with KRCC in confronting this health crisis, which is affecting communities across the U.S.,” said Sharon Sloane, CEO of WILL Interactive.  “WILL has had much success in dealing with powerful and realistic subject matter in a format that engages today’s video game generation youth.”</p>
<p>“The prescription drug abuse which started six years ago in eastern Kentucky has now become a national public health issue,” said David Mathews, Ph.D. Director of Adult Services at Kentucky River Community Care, Inc.  “Through this innovative program we hope to lead the nation in demonstrating a new way to involve teenagers in avoiding future drug abuse.”</p>
<p>Previous WILL Interactive programs for students include “<a href="http://willinteractive.com/hate-comes-home">Hate Comes Home</a>,” created in partnership with the <a href="http://www.adl.org/">Anti-Defamation League</a>, which follows high school students as they navigate such issues as hate crimes, racism and bias; “<a href="http://willinteractive.com/just-2-days">Just 2 Days</a>,” which addresses school violence; and “<a href="http://willinteractive.com/interactive-nights-out-2">Interactive Nights Out 2</a>,” which helps 11-17 year olds make smart choices about alcohol and illegal drugs, as well as family and peer relationships.</p>
<p><a href='http://willinteractive.com/app/webroot/news/wp-content/uploads/2007/04/generation-rx-release.pdf' title='Download the Press Release Here'>Download the Press Release Here</a></p>
<hr />
<strong> About Kentucky River Community Care, Inc. </strong><br />
<a href="http://www.krccnet.com">Kentucky River Community Care, Inc. (KRCC)</a> is a nonprofit Community Mental Health Center dedicated to improving the health and wellbeing of the people of our region.  We help individuals and families in the eight counties of the Kentucky River region by providing mental health, developmental disabilities, substance abuse and trauma services.  KRCC seeks to promote public safety, boost economic wellbeing and improve community and individual quality of life.</p>
<p></p>
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		<title>NPR Interview with WILL CEO Sharon Sloane</title>
		<link>http://willinteractive.com/news/2006/06/npr-interview-with-will-ceo-sharon-sloane/</link>
		<comments>http://willinteractive.com/news/2006/06/npr-interview-with-will-ceo-sharon-sloane/#comments</comments>
		<pubDate>Mon, 26 Jun 2006 16:05:16 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>

		<guid isPermaLink="false">http://willinteractive.com/app/webroot/news/?p=5</guid>
		<description><![CDATA[Sharon is interviewed by Morehead State&#8217;s Chuck Mraz on NPR.]]></description>
			<content:encoded><![CDATA[<p>Sharon is interviewed by Morehead State&#8217;s Chuck Mraz on NPR.</p>
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<p></p>
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