Content Complete Podcast - Educational Simulations With Guest! | #4
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Two Worlds 2 DLC: https://www.gamespot.com/articles/after-six-years-two-worlds-2-gets-season-pass-and-/1100-6449521/
PhET Simulations: https://phet.colorado.edu/en/simulations/category/new
Two Worlds II is an action role-playing game developed by Polish video game developer Reality Pump and published by TopWare Interactive as a sequel to 2007's Two Worlds. It was released on November 9, 2010 in Europe for Microsoft Windows, Mac OS X, Xbox 360 and PlayStation 3. The game was released on January 25, 2011 in North America for the same platforms. Two Worlds II is a real-time role-playing game that takes place in an open fantasy world where players take the role of a single character with whom they can explore and undertake quests.
The first of the two newly announced DLC titled Call of the Tenebrae is scheduled for release in Q2 2017 and It "focuses on the Hero's return to Antaloor, where he witnesses the shocking murder of DarPha. The killers are a never-before-seen tribe of hideous, rat-like creatures known only as 'The Chosen.' who control a mysterious, powerful new magic. Their genocidal plot threatens every living creature in Antaloor, and it's up to the Hero to find a way to stop them." Thanks to the new engine, players can "expect to experience Antaloor like never before with the new engine update for Two Worlds II.
In March 2016, a sequel, titled Two Worlds III, was announced. It is "currently in the concept stage and scheduled for development over the next 36 months", placing its release at some point in 2019.
Within the field of human–computer interaction, game accessibility refers to the accessibility of video games. More broadly, game accessibility refers to the accessibility of all gaming products, including tabletop RPGs and board games. Video game accessibility is considered a sub-field of computer accessibility, which studies how software and computers can be made accessible to users with various types of impairments. With an increasing number of people are interested in playing video games and with video games increasingly being used for other purposes than entertainment, such as education, rehabilitation or health, game accessibility has become an emerging field of research, especially as players with disabilities could benefit from the opportunities video games offer the most. A recent study[1] estimates that 2% of the U.S. population is unable to play a game at all because of an impairment and 9% can play games but suffers from a reduced gaming experience. A study conducted by casual games studio PopCap games found that an estimated one in five casual video gamers have a physical, mental or developmental disability.[2] As games are increasingly used as education tools, there may be a legal obligation to make them accessible, as Section 508 of the Rehabilitation Act mandates that schools and universities that rely on federal funding must make their electronic and information technologies accessible. As of 2015, the U.S. Federal Communications Commission (FCC) requires in game communication between players on consoles to be accessible to players with sensory disabilities.