Developers both large and small can benefit from an outside perspective given by a game user research, or usability research geared towards games. Indie developers can benefit from adding UX expertise to the development team, while large developers can obtain an outside perspective to compliment and verify findings from internal members of the development team. In this article, we will present three key ways in which game research can maximize a game’s success.
We are moving into a future where games train our doctors, monitor our health, and treat our illnesses.
A View-Master for virtual reality: Hands-on with Mattel’s new AR, VR phone toy
Mattel is relaunching View-Master, but as a virtual reality and augmented-reality phone toy. And I got to play around with it for a bit…or at least, some of the tech behind it.
Up close with the HoloLens, Microsoft’s most intriguing product in years
We just finished a heavily scripted, carefully managed, and completely amazing demonstration of Microsoft’s HoloLens technology. Four demos, actually, each designed to show off a different use case for a headset that projects holograms into real space. We played Minecraft on a coffee table. We had somebody chart out how to fix a light switch right on top of the very thing we were fixing.
A new study has revealed that gamers are more likely to experience feelings of aggression from playing a game when it is too difficult or when the controls are too complicated to master.
In comparison, the research found there was “little difference” in levels of aggression when the games themselves depicted violence. Overwhelmingly, the deciding factor was “how the volunteers were able to master the electronic game after 20 minutes of play”.
IBM on Tuesday released its annual “5 in 5” list of predictions about technological innovations that will change the way we live in the next five years, with the theme this year being cognitive advances in computing that help machines “learn” how to better serve us.
Are serious games the classroom tool of the future? Is the future already here? The tablet classroom may have once been the stuff of science fiction, but modern developments in technology and brain science may have come together to create a massive change in the way we think about education.
“The world around you is not what it seems,” says Ingress, the virtual game that uses the real world as its gamespace. And, perhaps, when Google’s semi-independent division Niantic Labs is finished with its mission, we humans won’t be, either.
Google’s mission is to organize the world’s information and make it universally accessible and usable. Note carefully that Google says nothing about the Internet in that statement.
Gaming as a hobby evokes images of lethargic teenagers huddled over their controllers, submerged in their couch surrounded by candy bar wrappers. This image should soon hit the reset button since a more exciting version of gaming is coming. It’s called neurogaming, and it’s riding on the heels of some exponential technologies that are converging on each other. Many of these were on display recently in San Francisco at the NeuroGaming Conference and Expo; a first-of-its-kind conference whose existence alone signals an inflection point in the industry.
As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning. The game-makers at the non-profit GlassLab are hoping to do this with the popular video game SimCity.
GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders. Scheduled to be be released in the fall of 2013, it builds on SimCity’s city management theme, but provides specific challenges to players in the subject of STEM.