Situated Research's Blog


Get our free monthly newsletter with new stories & special offers:  Submit

Archive for the ‘Serious Games’ Category

Game Changers: How Videogames Trained a Generation of Athletes

February 23rd, 2010


For years, the sophisticated play of professional teams trickled down to their college and high school counterparts. Recently, that flow has been reversed. Read more »

Technology Changing How We Work, Play, Shop

February 5th, 2010

Virtual saleswoman and other technology changing how we work, play, shop

Our avatars are coming. Those mobile and 3-D and interactive technologies being created around us are about to beam us into a new world, filled with workday holograms, avatars and stuff we called magic only a few years ago. Read more »

Using Serious Games to Boost Quality & Productivity at Microsoft

January 12th, 2010

From: Score One for Quality! Using Games to Improve Product Quality
by Joshua Williams and Ross Smith

Abstract:

In this paper we describe how using a game can improve both the quality of a product, but the quality of life of the employees as well. We call this kind of game a “Productivity Game.” Read more »

The Future of Brain-Controlled Devices

January 4th, 2010
MindFlex
Games such as Mindflex use headsets with simple electrodes to monitor levels of concentration and relaxation.

(CNN) — In the shimmering fantasy realm of the hit movie Avatar, a paraplegic Marine leaves his wheelchair behind and finds his feet in a new virtual world thanks to “the link,” a sophisticated chamber that connects his brain to a surrogate alien, via computer. Read more »

Six Wonderful Things About Games

December 28th, 2009

Games are a wonderful medium. Like music, literature, film and theatre, games do a great deal to help make life worth living. In Dorian Gray, Oscar Wilde said, “All art is quite useless.” He said this to illustrate that yes, art has little to no practical value. That does not mean that art is of no benefit to anyone of course! For me, the same argument can be applied to games, as their entertainment value is enough to justify their existence.

Critics of games however are full of concerns about violence, addiction and distractions from what the establishment regards as “more meaningful” pursuits. These being reading, watching films or punching someone in the face in a bar… Read more »

Adidas Turns the Sneaker Into an Augmented Reality Device

December 28th, 2009

Can’t find your Nintendo DS? Try one of the new Adidas sneakers instead.

Adidas has created a virtual 3-D world that can be accessed using an upcoming line of five men’s sneakers in an idea that ties into one of the technology trends of the year: augmented reality.

“The foundation of augmented reality lies in adding a layer to the real world,” says Chris Barbour, head of digital marketing for Adidas Originals. “That’s what we have done. We have taken a real world item and added a fantastic virtual world on top of that”

All users have to do is go to the Adidas site and hold up their sneaker, which has a code embedded in its tongue, in front of their computer webcam. A virtual world then pops out in front of them and they can navigate it using their sneaker as a controller. Read more »

Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds

November 13th, 2009

ScienceDaily (Nov. 11, 2009) — Although often seen as an inconsequential feature of digital technologies, one’s self-representation, or avatar, in a virtual environment can affect the user’s thoughts, according to research by a University of Texas at Austin communication professor. Read more »

Video Games Climbing the Ladder of American Pastimes

November 9th, 2009

Study Finds Americans Spend More Time and Money on Games than their European Counterparts

TNS, Gamesindustry.com, and SPIL GAMES today announced the launch of the 2009 Today’s Gamers International Survey results for the U.S. market. The survey focuses on demographics, time and money spent, and gaming trends across Europe and the United States involving all game platforms.

According to the survey, American men and women spend significantly more time and money on video games than their European counterparts. Of the U.S. citizens polled, 83% play video games and many rank it as their favorite pastime ahead of popular activities like surfing on the Internet and watching television. Read more »

Big Thinkers: James Paul Gee on Grading with Games

October 14th, 2009

An Arizona State University professor sees a bright future for video games in the learning process — in and out of school.

Read more »

Preview Mouse 2.0: Multi-Touch Meets the Mouse

October 14th, 2009

Lynn Marentette has just reported, hot off the press from Microsoft’s Applied Sciences Group at UIST 2009.

MS presents novel input devices that combine the standard capabilities of a computer mouse with multi-touch sensing. The goal is to make multi-touch interaction more widely available and applicable to the desktop environment. To chart the design space, they present five different multi-touch mouse implementations. Each explores a different touch sensing strategy, which leads to differing form-factors and hence interactive possibilities.

The following video is courtesy of Microsoft’s Applied Sciences Group:

Read more »

Video Game User-Experience Research: New Situated Research Game Brochure

October 9th, 2009

Matthew Sharritt, President of Situated Research, recently created a brochure giving an overview of our video game user-experience research:

Game UX Research Brochure
Situated Research: Video Game User-Experience Analysis (PDF)

Please feel free to download, view, print, and redistribute this brochure to others! We have a unique talent to help game developers create better games, and we need your help getting the message out there so people know about us. Read more »

Video Game Usability – Why is it Important

September 15th, 2009

Usability is an integral part of software development and has been so for the past 20 years. For one reason or another, usability has not gained similar popularity in game development. This, however, is about to change.

Read more »

Study shows that virtual worlds can influence real-world decisions

August 21st, 2009

cyclist-study.jpg

A group of scientists at Cambridge University has conducted a study that shows that associations in videogames transfer directly to the real world. A group of volunteers played a (rather basic, from the look of it) cycling game, where they would be given a slurp of fruit juice if a cyclist from their team passed them, but a slurp of salty tea if a rival cyclist passed them. Read more »

Serious Games as Natural User Interfaces At The Office

August 7th, 2009

Project Natal brings natural user interfaces the office

Mundie: The Desktop Of The Future Is A Room
Microsoft’s Craig Mundie demonstrates natural user interface technologies (photo credit: Robert Sorbo/Microsoft) Read more »

Defining Serious Games

July 10th, 2009

Serious games occupy the training-based category of game development products. Serious games are utilitarian and goal-oriented, offering the user protocol-driven functional engagement, acknowledgment of task achievements, and almost zero entertainment value or fluff (outside of the necessary local and peripheral “traffic” caused by natural interaction with other life and environmental elements – human, animal, plant, mechanical, and weather). Serious games subject matter is typically taught to employees-in-training, re-assigned employees, or emergency preparedness / non-profit volunteers within any line of work, from leadership to trench-level roles. That learned material is, then, put to use in real world employment or deployment scenarios, from how to properly drain and dispose of vegetable oil from a fish-and-chips fryer to how to properly disassemble, diagnose, and repair the turbines on a military helicopter. Read more »