
In the spring of 2011, Latitude Research launched a study to understand the recent explosion in gaming, driven in part by the popularity of mobile phones and tablets. Specifically, the study sought to uncover how the profile of the stereotypical gamer has changed, various motivations for gaming, and the evolving role of games in moving traditionally online experiences into the “offline” world—suggesting new opportunities for game and technology developers, educators, and social innovators. Read more »
Posts Tagged ‘Games for Learning’
The Future of Gaming: A Portrait of the New Gamers
August 30th, 2011HyperReality Helmet Uses Kinect To Create An Out-Of-Body Experience
August 1st, 2011
Maxence Parache’s experimental augmented-reality system lets you detach your point of view from your body.
We take our first-person visual perspective for granted every second of the day — we have to, because our eyeballs are attached to our heads. But what if you could detach your personal “camera angle” at any moment and float away from your own body while still inhabiting it, like an on-demand out-of-body experience? Designer Maxence Paranche has created the next best thing in his HyperReality system, which uses a Microsoft Kinect to scan your physical environment and display it inside a virtual-reality helmet, so you can rotate the visual angle any way you like. Read more »
The Advanced Visualisation and Interaction Environment (AVIE) and Children’s Developing Brains
July 27th, 2011
Image: The interactive experience at UNSW’s iCinema Centre. Source: The Australian
Lost in cyberspace
You only have to be the parent of a child over the age of seven to know what I’m talking about: the vacant eyes so preoccupied by what’s on screen that they can’t focus on your face for more than a few seconds before being drawn back into the cyberworld.
As you talk, your little darling types or toggles. “Are you listening to me?” you ask, only to be told in a precocious tone: “Yeahhhh. I’m multitasking, Mum.” Read more »
How Microsoft’s Xbox 360 & Kinect Help Surgeons in the OR
July 20th, 2011
Image: The avatar for Dr. Brian Ross welcomes participants to an online training session using Xbox chat technology (Stephen Brashear photos/PSBJ)
The sight of a surgeon playing “Grand Theft Auto” in the operating room might raise eyebrows, but it’s one example of how consumer technology is being repurposed to advance the practice of medicine.
Rising medical costs — bloated by expensive, complicated machines — are wrecking the nation’s economic health, while off-the-shelf consumer gadgets keep getting cheaper and more powerful. So the health care industry has discovered it can tap into the innovative wonders of an Xbox 360 or PlayStation 3 or an Android smartphone app. Read more »
Gaming Technology Helping UK Forces Prepare for Afghanistan
July 8th, 2011
A soldier trains in a simulator cab at the Combined Arms Tactical Trainer. (Photo: Lockheed Martin)
A huge virtual reality training facility in Sennelager, Germany, which uses the latest 3D gaming technology, is helping British forces, from individuals to entire battle groups, prepare for operations in southern Afghanistan.
Two years ago, PlayStation-style war games helped soldiers of 5th Battalion The Rifles (5 RIFLES) get ready for their tour of Iraq.
Before departing for theatre, troops spent hours in simulators and replica operations rooms at the Sennelager Training Centre in Germany, driving virtual vehicles and commanding computer-generated ground patrols. Read more »
For IBM’s Watson technology, What Happens After “Jeopardy!”?
February 14th, 2011
IBM’s Supercomputer Has Implications for Healthcare, Information Tech and More
Wouldn’t it be nice to have your very own supercomputer in your pocket?
If your laptop crashed while you were working on a major presentation, you could ask your portable expert to help diagnose the problem. If you wanted to bone up on Middle Eastern history, you could ask it to comb every document available and then wrap it all up in a simple summary (annotated, of course). Read more »
Castlevania: Good Usability, Poor User Experience
October 20th, 2010
Konami recently sent us a copy of their new title, Castlevania: Lords of Shadow. After testing the game, it was clear that the game could be a case study to highlight the difference between usability and user-experience (UX). Read more »
Simplification: A Review of Civilization V
October 1st, 2010
The latest release in the Civilization series has many improvements, from beautiful new graphics to redesigned gameplay. Many features in Civilization IV have been streamlined or eliminated, in favor of a simplified playing experience that will attract new players to the game. Having studied Civilization IV extensively (most of our publications are based upon research in Civilization IV), we will discuss some of Civilization V‘s many changes and the associated trade-offs in terms of player engagement and motivation. Read more »
Bill Gates: Education Reform and Technology
September 16th, 2010
Technology can transform education by simplifying access to great material, providing new approaches to learning, and offering a framework for assessing student progress and teacher effectiveness. A recent book looks at how technology is being used today and the barriers to change in the future.
Liberating Learning by Terry Moe and John Chubb is an important book that focuses on how technology will change K-12 education in the United States.
It looks at current efforts to use technology for online learning and to measure achievement. Although it acknowledges that there is a need for a lot of improvement, it sees great possibilities. Read more »
School Uses Video Games To Teach Thinking Skills
June 29th, 2010
Students at Quest to Learn in New York City huddle around a computer to work on a podcast. At the school, students can design and create podcasts and video games as part of the curriculum.
A novel public school in New York City has taken the video game as its model for how to teach. Students use video games and design them as part of their classes. As Quest to Learn is wrapping up its first year, those behind the program say game-based learning is integral to 21st century literacy. Read more »
Games for Good: Read Our Article In the Cognitive Technology Journal
June 7th, 2010
Matthew Sharritt, President of Situated Research, has an article titled “Designing Game Affordances to Promote Learning and Engagement” appearing in a special issue of the Cognitive Technology Journal. The issue, focusing on “Games for Good”, contains our article (starting on p. 43). Read more »
UPS Thinks Out of the Box on Driver Training
May 20th, 2010
Vexed that some 30% of driver candidates flunk its traditional training, United Parcel Service Inc. (UPS) is moving beyond the classroom to ready its rookies for the road.
In the place of books and lectures are videogames, a contraption that simulates walking on ice and an obstacle course around an artificial village. Read more »
Pentagon: Boost Training With Computer-Troop Mind Meld
May 19th, 2010
The Pentagon is looking to better train its troops – by scanning their minds as they play video games. Read more »
Immersed in Possibilities: New Mexico Firm’s 3D Multifunction Dome
May 4th, 2010
IMMERSED IN POSSIBILITIES: Duke City firm thinking beyond military applications for surround-imagery Multifunction Dome technology
It doesn’t take much to imagine the commercial potential for the technology Albuquerque’s Game Production Services developed for a first-of-its-kind training simulator for the U.S. Army.
The company recently announced the completion of the Multifunction Dome, an 18-foot-high, 37-foot-wide platform that employs 84 projectors and ultrasurround sound system to create a 360-degree “immersive environment” for the Army’s Air Defense School at Fort Sill, Okla. Read more »






