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	<title>Games for Learning Archives - Situated Research</title>
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		<title>How UX Research Increases Gamer Engagement, Satisfaction, and Enjoyment</title>
		<link>https://www.situatedresearch.com/2023/01/how-ux-research-increases-gamer-engagement-satisfaction-and-enjoyment/</link>
					<comments>https://www.situatedresearch.com/2023/01/how-ux-research-increases-gamer-engagement-satisfaction-and-enjoyment/#_comments</comments>
		
		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Mon, 30 Jan 2023 16:32:42 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games for Learning]]></category>
		<category><![CDATA[Usability Research]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[User-Centered Design]]></category>
		<guid isPermaLink="false">https://www.situatedresearch.com/?p=10507</guid>

					<description><![CDATA[<p>User Experience (UX) research is a critical aspect of video game design that can significantly impact the success of a game. UX research involves studying and understanding the behavior, attitudes, and emotions of gamers while playing the game. The goal of UX research is to create a game that provides a satisfying and enjoyable experience&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2023/01/how-ux-research-increases-gamer-engagement-satisfaction-and-enjoyment/">How UX Research Increases Gamer Engagement, Satisfaction, and Enjoyment</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>User Experience (UX) research is a critical aspect of video game design that can significantly impact the success of a game. UX research involves studying and understanding the behavior, attitudes, and emotions of gamers while playing the game. The goal of UX research is to create a game that provides a satisfying and enjoyable experience for gamers. In this article, we’ll explore how UX research can improve the success of a video game and increase gamer engagement, satisfaction, and enjoyment. <span id="more-10507"></span></p>
<h2>1. Better Understanding of Gamers</h2>
<p>UX research helps video game designers better understand the needs, wants, and behaviors of gamers. This information can be used to create a game that is more enjoyable and engaging for the target audience. By conducting user research, game designers can uncover new insights into what gamers want from a game, such as specific types of characters, environments, or gameplay mechanics.</p>
<h2>2. Improved Gameplay Mechanics</h2>
<p><img data-recalc-dims="1" decoding="async" class="aligncenter wp-image-10508 size-large" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research.jpg?resize=980%2C551&#038;ssl=1" alt="game research UX" width="980" height="551" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research-scaled.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research-scaled.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research-scaled.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research-scaled.jpg?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research-scaled.jpg?resize=2048%2C1152&amp;ssl=1 2048w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research-scaled.jpg?resize=1180%2C664&amp;ssl=1 1180w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2023/01/video-game-research-scaled.jpg?w=1960&amp;ssl=1 1960w" sizes="(max-width: 980px) 100vw, 980px" /></p>
<p>UX research can also lead to improvements in the gameplay mechanics of a game. By observing how gamers interact with the game, designers can identify areas where the gameplay may be too difficult or confusing. This information can be used to make changes to the gameplay mechanics that will make the game more enjoyable and accessible for gamers.</p>
<h2>3. Increased Satisfaction and Enjoyment</h2>
<p>One of the primary goals of <a href="https://www.situatedresearch.com/work/gameplay-analysis/">game UX research</a> is to increase gamer satisfaction and enjoyment while playing the game. By creating a game that is enjoyable and engaging, designers can increase the chances that gamers will continue playing the game, recommend it to others, and become loyal fans. This, in turn, can lead to increased sales and greater success for the game.</p>
<h2>4. Improved User Interface</h2>
<p>UX research can also lead to improvements in the user interface of a game. By understanding the needs and behaviors of gamers, designers can create an interface that is intuitive, easy to use, and improves the overall user experience. A well-designed user interface can make a game more accessible and enjoyable for gamers, leading to increased engagement and satisfaction.</p>
<h2>5. Better Reception and Reviews</h2>
<p>Finally, UX research can help ensure that a game is well-received by gamers and has positive reviews. By creating a game that provides a satisfying and enjoyable experience, designers can increase the chances that gamers will recommend the game to others and write positive reviews. This, in turn, can help increase sales and drive the success of the game.</p>
<p>In conclusion, UX research is an essential aspect of video game design that can significantly impact the success of a game. By conducting UX research, video game designers can create a game that is enjoyable and engaging for gamers, leading to increased engagement, satisfaction, and enjoyment. By doing so, they can increase the chances that the game will be well-received and achieve success in the competitive world of video games. If you could use a <a href="https://www.situatedresearch.com/contact/">free analysis of your video game</a>, reach out to the Situated Research team to get started.</p>
<p>The post <a href="https://www.situatedresearch.com/2023/01/how-ux-research-increases-gamer-engagement-satisfaction-and-enjoyment/">How UX Research Increases Gamer Engagement, Satisfaction, and Enjoyment</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">10507</post-id>	</item>
		<item>
		<title>Games User Research: Driving Development with Actionable Insights</title>
		<link>https://www.situatedresearch.com/2018/11/games-user-research-driving-development-with-actionable-insights/</link>
					<comments>https://www.situatedresearch.com/2018/11/games-user-research-driving-development-with-actionable-insights/#_comments</comments>
		
		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Wed, 28 Nov 2018 17:00:23 +0000</pubDate>
				<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[Cognition]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games for Learning]]></category>
		<category><![CDATA[Human Factors]]></category>
		<category><![CDATA[Usability Research]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Interface]]></category>
		<guid isPermaLink="false">https://www.situatedresearch.com/?p=9777</guid>

					<description><![CDATA[<p>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.&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2018/11/games-user-research-driving-development-with-actionable-insights/">Games User Research: Driving Development with Actionable Insights</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>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. <span id="more-9777"></span></p>
<h2>Measuring Engagement</h2>
<p>Prior research has shown the importance of engagement in game play. Creating a sense of flow, or a feeling where players are immersed into game play to the point where they lose track of their surroundings, has a huge effect on players’ perceptions of a game.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-full wp-image-9779" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/sean-do-782269-unsplash.jpg?resize=980%2C653&#038;ssl=1" alt="" width="980" height="653" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/sean-do-782269-unsplash.jpg?w=1280&amp;ssl=1 1280w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/sean-do-782269-unsplash.jpg?resize=300%2C200&amp;ssl=1 300w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/sean-do-782269-unsplash.jpg?resize=768%2C512&amp;ssl=1 768w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/sean-do-782269-unsplash.jpg?resize=1024%2C682&amp;ssl=1 1024w" sizes="auto, (max-width: 980px) 100vw, 980px" /></p>
<p>Games user research, when properly done, incorporates behavioral psychology into the research to observe players’ actions during gameplay. This yields insight into engagement levels, which are affected by a steady increase in difficulty over time (to challenge game players’ ability) and are encouraged by a great story line to immerse game players.</p>
<h2>Measuring Player Communication</h2>
<p>Besides the obvious task of watching players interact with the game interface, the observation of player-to-player communication can yield great insight into game play. Team-based activities, or even collaborative game play, can help researchers observe players’ strategies. In MMOGs, players might communicate through text or voice inside the game environment, and classic games might have players communicate via their proximity to one another.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-full wp-image-9780" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/kamil-s-738521-unsplash.jpg?resize=980%2C653&#038;ssl=1" alt="" width="980" height="653" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/kamil-s-738521-unsplash.jpg?w=1280&amp;ssl=1 1280w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/kamil-s-738521-unsplash.jpg?resize=300%2C200&amp;ssl=1 300w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/kamil-s-738521-unsplash.jpg?resize=768%2C512&amp;ssl=1 768w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/kamil-s-738521-unsplash.jpg?resize=1024%2C682&amp;ssl=1 1024w" sizes="auto, (max-width: 980px) 100vw, 980px" /></p>
<p>Player communication yields great insight into how players learn to play a game and how they develop strategies to win a game. Great user research should use a research method where players are not coaxed or guided by researchers, and feel as if they are in a natural environment as to not bias their activity while playing games. Rigorous game research methods can use these factors to their advantage to achieve findings that are more accurate than traditional deductive, hypothesis-driven studies.</p>
<h2>Affordances of the User Interface</h2>
<p>While the broader experience of game play needs to be measured to gauge the overall player experience, examining the affordances of the user interface is a useful task to see what players perceive as possible actions in the game. These perceptions provide game players a foundation for creating strategies within the game. All aspects of the interface that can be interacted with, as well as those that gamers perceive as actionable, should be observed to inform game design. These perceived actions within a game suggest to gamers their possibilities for both playing and winning the game.</p>
<p>Often, critical actions might be overlooked by gamers. In line with theories of learning, a scaffolding difficulty structure should be achieved to create a feeling of flow for gamers. Game research can provide useful insight into ways that game players make use of a game interface, and lead to modifications in its discovery and use (via a nudge, animation, tutorial, etc.) that will provide salience to particular actions within the game that allow game players to learn, progress, and create engaging game play within the game.</p>
<h2>Conclusion</h2>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="half alignright wp-image-9781" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/nikita-kachanovsky-428386-unsplash.jpg?resize=306%2C512&#038;ssl=1" alt="" width="306" height="512" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/nikita-kachanovsky-428386-unsplash.jpg?w=611&amp;ssl=1 611w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2018/11/nikita-kachanovsky-428386-unsplash.jpg?resize=179%2C300&amp;ssl=1 179w" sizes="auto, (max-width: 306px) 100vw, 306px" /></p>
<p>Many of the current trends in game design are leading to amazing new games: including VR / AR (virtual / augmented reality), amazing graphics approaching lifelike detail, and engaging online multiplayer experiences. However, many of the properties of classic games offer players an engaging experience without advanced graphics, making use of a basic story, simple gameplay, and scaffolding difficulty structure to engage players. Game developers of all sizes can create games that maximize engagement by utilizing game research to create games that utilize the perfect mix of these features.</p>
<p>Good usability, afforded by the game user interface, helps players develop strategies for playing and winning games. Creating flow, where players lose track of their surroundings while immersed in game play, can be achieved by creating the right mix of engaging gameplay, player communication, and a scaffolding difficulty structure where players learn and accomplish tasks in the game.</p>
<h3>About the Author</h3>
<p><em>Matthew Sharritt, Ph.D., President and Co-founder of Situated Research, specializes in user-experience (UX) research and usability testing within software and video games. Dr. Sharritt’s research focuses on collaborative learning during playtesting and exploration, yielding insights in how to construct games that flow with engaging gameplay and collaborative interaction. The Situated Research team has provided independent expertise to the game industry across a variety of research projects. Learn more at </em><a href="https://www.situgames.com"><em>https://www.situgames.com</em></a><em>.</em></p>
<p>The post <a href="https://www.situatedresearch.com/2018/11/games-user-research-driving-development-with-actionable-insights/">Games User Research: Driving Development with Actionable Insights</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
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		<item>
		<title>Road to GDC: I’m Not A Doctor, but I Simulate One in VR</title>
		<link>https://www.situatedresearch.com/2018/03/road-gdc-im-not-doctor-simulate-one-vr/</link>
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		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Fri, 02 Mar 2018 17:20:01 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Cognition]]></category>
		<category><![CDATA[Games for Learning]]></category>
		<category><![CDATA[Health Care]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<guid isPermaLink="false">https://www.situatedresearch.com/?p=9703</guid>

					<description><![CDATA[<p>We are moving into a future where games train our doctors, monitor our health, and treat our illnesses.&#160; The sky is falling! Social media is the new scapegoat of the month. Headlines claim it is ruining our relationships, dismantling our society, destroying our very lives! In particular, the most frequent victims are presumed to be&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2018/03/road-gdc-im-not-doctor-simulate-one-vr/">Road to GDC: I’m Not A Doctor, but I Simulate One in VR</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>We are moving into a future where games train our doctors, monitor our health, and treat our illnesses.&nbsp;<span id="more-9703"></span></p>
<p>The sky is falling! Social media is the new scapegoat of the month. Headlines claim it is ruining our relationships, dismantling our society, destroying our very lives! In particular, the most frequent victims are presumed to be teenagers. Sometimes the accused culprit is not social media, but the phones that make it so accessible. Is it true? Only time will tell &#8230; but in the &#8217;50s, the demon was comic books; in the &#8217;60s, rock and roll; and in the &#8217;80s, video games. My mother was convinced that my love of comic books and science fiction was going to rot my brain. Now, of course, these things are mainstream and no longer the sole domain of teens. But there’s always a new thing for people to worry about or blame for the decline and fall of civilization.</p>
<p>I’m particularly sensitized to that criticism of video games. I designed and programmed my first computer game in college in 1976 &#8211; in fact, inspired by that very love of science fiction I had as a child. When I graduated in 1980, my first job out of college was entering the then-infant video game industry. I’ve never left. So when pundits blamed games for destroying society, even causing teen violence and rebellion, I took it personally. I’ve always felt that video games can be magical, marvelous entertainment. I hoped that one day they’d be seen as not just safe, but actually good for us. That day is finally here.</p>
<h3>Virtual treatment, real results</h3>
<p>For many years now, researchers and doctors have gradually built up solid scientifically verified evidence that existing games can improve the lives of the people who play them. At the same time, increasing numbers of games have been created with the idea of ‘boosting health’ as a direct goal.</p>
<p>Fast action games like Call of Duty have been found to improve visual perception and the ability to make correct decisions quickly. Other research has shown promise in using a game to treat the underlying causes of&nbsp;<a href="https://www.polygon.com/2014/2/24/5439884/this-game-knows-how-scared-you-are-but-could-be-used-to-heal-trauma" target="_blank" rel="noopener">depression</a>. It’s possible that games may be able to diagnose the onset of degenerative diseases like Alzheimer’s and Parkinson’s, and perhaps even slow their progression.</p>
<p>Games have shown promise in the realm of physical fitness, too. Starting 20 years ago, the arcade game Dance Dance Revolution was credited with getting a lot of passive couch potatoes up, moving, and losing weight, and it’s still spawning sequels. Games on mobile phones like&nbsp;<i>Zombies, Run!</i> and&nbsp;<i>Pokémon Go</i>&nbsp;have encouraged players to get out and move in the world, and many track their exercise and calorie expenditure as they do so. VR holds promise here too, with the chance to get your exercise by racing the Tour de France on your exercise bike, or by flying like a bird. There are even current ventures bringing gameplay to gym class and possibly making dodgeball fun even for nerds!</p>
<h3>Doctors with joysticks</h3>
<p>It turns out that doctors in training, like most people these days, are often avid game players. That has presented a great opportunity for using them as part of their medical education. Although games have yet to replace classes, they’ve been shown to help laparoscopic surgeons reduce errors by 37 percent while increasing their speed by 27 percent when used as warm-up exercises. When you consider that athletes, musicians, dancers, and others who need to do precision work with their muscles all limber up before their tasks, it makes sense that the right kind of practice helps surgeons, too.</p>
<p>Other companies are rushing to use VR to train anesthesiologists or to give caregivers a first-hand sense of how their patients with macular degeneration see the world. The VR simulations aren’t all games, but the vast majority of VR engineers are coming from the games industry.</p>
<h3>Prescribing play</h3>
<p>Perhaps the most exciting application of games in the modern world are the ways in which doctors are using games to treat their patients. Realistic war games have helped soldiers recover from PTSD by simulating the experiences that trigger their problem, a method to gradually desensitize them to reduce their symptoms long term. Other games have been used in similar ways in conjunction with therapy to treat&nbsp;<a href="https://www.polygon.com/features/2017/4/7/15205366/vr-danger-close" target="_blank" rel="noopener">phobias</a>&nbsp;like fear of heights, flying, and spiders. And currently, virtual reality games have shown great promise in pain relief for acute pain, reducing or even eliminating the need for narcotics when changing the dressings on burn victims. VR is also showing promise in helping stroke victims recover control over their movement, and in&nbsp;<a href="https://www.polygon.com/2014/3/3/5462508/phantom-pain-video-game-treatment" target="_blank" rel="noopener">relieving the perception of pain in “phantom limbs”</a> experienced by amputation patients.</p>
<p>Last September saw the FDA approval of a mobile phone app to be used (in conjunction with therapy) to treat addiction. The developers call their app a “Prescription Digital Therapeutic” and, although it’s not a game, it’s a big step to have software approved to treat something as serious as Substance Abuse Disorder.</p>
<p>But a real game designed to be an active treatment for ADHD (Attention Deficit Hyperactivity Disorder) was not far behind. By December, the FDA gave preliminary clearance to a video game made by a team consisting of both game developers and neuroscientists from UCSF. In a large controlled trial of children and teens diagnosed with ADHD, the group who used the game showed significant improvement compared to a control group. The team hopes that soon it will become the first game to win FDA approval on the same terms as a prescription drug. In style, the game is part racing game, part Pokémon Snap, but with many unique twists to improve attention and focus.</p>
<p>We are moving into a future where games train our doctors, monitor our health, and treat our illnesses. It may seem a bit outrageous now, but if comic books led me into a career making video games and often become the basis of mainstream movies, why can’t video games inspire the next generation of doctors and become the basis of medical treatment? Video games are intimately connected to learning, attention, and the brain. It isn’t an accident that they are also proving to be useful to our mental and physical health. Maybe they’ll even be able to reverse my dreaded comic book brain rot!</p>
<p><i>This is part of a&nbsp;<a href="https://www.rollingstone.com/gdc" target="_blank" rel="noopener">series of columns</a>&nbsp;written by developers speaking at the Game Developers Conference in March.</i></p>
<p><i>Noah Falstein is a freelance game designer and producer, and was one of the first 10 employees at LucasArts Entertainment and Dreamworks Interactive. Last year he left Google after serving four years as their Chief Game Designer.</i></p>
<p>Written by: Noah Falstein, via <a href="https://www.rollingstone.com/glixel/features/road-to-gdc-im-not-a-doctor-but-i-simulate-one-in-vr-w517154" target="_blank" rel="noopener">Rolling Stone</a><br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
<p>The post <a href="https://www.situatedresearch.com/2018/03/road-gdc-im-not-doctor-simulate-one-vr/">Road to GDC: I’m Not A Doctor, but I Simulate One in VR</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
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		<title>Hands-on with Mattel’s new AR, VR View-Master</title>
		<link>https://www.situatedresearch.com/2015/02/hands-on-with-mattels-new-ar-vr-view-master/</link>
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		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Fri, 20 Feb 2015 15:54:37 +0000</pubDate>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[HCI]]></category>
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		<guid isPermaLink="false">http://www.situatedresearch.com/?p=8819</guid>

					<description><![CDATA[<p>A View-Master for virtual reality: Hands-on with Mattel&#8217;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.  Announced at an event in New York City, the new&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2015/02/hands-on-with-mattels-new-ar-vr-view-master/">Hands-on with Mattel’s new AR, VR View-Master</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>A View-Master for virtual reality: Hands-on with Mattel&#8217;s new AR, VR phone toy</strong></p>
<p><span style="line-height: 1.5;">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. </span><span id="more-8819"></span></p>
<p>Announced at an event in New York City, <a href="http://www.cnet.com/news/google-mattel-announce-a-virtual-reality-view-master/" target="_blank">the new View-Master</a> is a collaboration between Mattel and Google, whose virtual reality Cardboard app has enabled cheap do-it-yourself accessories to turn any Android phone into a mini-VR viewer. Mattel’s plastic toy, which will debut in October, is like a more durable, plastic version of <a href="http://www.cnet.com/news/googles-cardboard-vr-headset-is-no-joke-its-great-for-the-oculus-rift/" target="_blank">Google Cardboard</a>, designed entirely for kids…or, maybe, also for grown-up kids like me. And the most brilliant part is it’ll only cost $30.<span id="more-20098"></span></p>
<p><iframe loading="lazy" src="http://www.cnet.com/videos/share/id/tUlXVC5TlPLbcmd7Lo7cfkU6k0P1Edow/" width="960" height="540" frameborder="0" seamless="seamless" scrolling="no" allowfullscreen="allowfullscreen"></iframe></p>
<p>I used View-Master back when I was a little — who didn’t? It’s a classic 3D stereoscopic picture viewer. Many people had even said Google Cardboard looked a bit like a View-Master. So is isn’t a huge surprise that Mattel has suddenly announced a new View-Master with Google Cardboard VR capabilities added. I’ve always felt that virtual reality reminded me of early stereoscopic toys. And Mattel has keyed onto the same idea.</p>
<figure id="attachment_8821" aria-describedby="caption-attachment-8821" style="width: 770px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-8821" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster1.jpg?resize=770%2C577&#038;ssl=1" alt="The View-Master will fit most phones, according to Mattel: iPhone and Android alike." width="770" height="577" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster1.jpg?w=770&amp;ssl=1 770w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster1.jpg?resize=300%2C225&amp;ssl=1 300w" sizes="auto, (max-width: 770px) 100vw, 770px" /><figcaption id="caption-attachment-8821" class="wp-caption-text">The View-Master will fit most phones, according to Mattel: iPhone and Android alike.</figcaption></figure>
<p>The toy was only viewable in a mock-up prototype form at Mattel’s event, but the design’s pretty cool: it looks half old-school View-Master, half Oculus Rift. The inner plastic housing extends to hold many types of phones: Mattel says it’s designed to fit the largest existing phones, and will even work with the <a href="http://www.cnet.com/products/apple-iphone-6-plus/" target="_blank">iPhone 6 Plus</a> and <a href="http://www.cnet.com/products/google-nexus-6/" target="_blank">Nexus 6</a>. A capacitive-touch side lever is used to “click” through scenes or into virtual environments, like the magnetized side switch on Google’s Cardboard viewers.</p>
<p>Mattel’s headset is designed with Google and Android in mind, but at launch is intended to work on “nearly all platforms,” which includes iOS. That would mean a dedicated Mattel app which interfaces with the View-Master, but Google’s Cardboard and Cardboard-ready apps — many of which already exist on iOS, like VRSE — will work too.</p>
<p>Mattel is planning to use View-Master not just for VR, but also for AR; little plastic reels that look like the old cardboard ones are really just flat coasters this time around, now with images on top which the View-Master reads and turns into pop-up augmented-reality models on your table, desktop or wherever else you place it. Multiple View-Masters could use one reel to access content if put down on a table, unlike the old pop-in reels. This type of augmented-reality tech has already existed for years in many apps and on some children’s toys like the Nintendo 3DS (with its AR cards) and PlayStation Vita, but mixing it into a VR headset is a novel idea.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-full wp-image-8822" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster3.jpg?resize=770%2C577&#038;ssl=1" alt="viewmaster3" width="770" height="577" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster3.jpg?w=770&amp;ssl=1 770w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster3.jpg?resize=300%2C225&amp;ssl=1 300w" sizes="auto, (max-width: 770px) 100vw, 770px" /></p>
<p>I didn’t get to use the actual Mattel prototype, but we tried View-Master’s augmented-reality tech on phones and Google Cardboard viewers. There were three reels to try: a dinosaur one made a little dinosaur pop up on the disc on the table in front of me. When I aimed a dot and clicked on it, I was suddenly surrounded by a prehistoric 360-degree panorama with 3D dinosaurs. Clicking on them brought up facts, too.</p>
<p>Looking at the space disc with Cardboard on brought up a pop-up moon and Earth; clicking on it took me to a panorama of the moon, with pop-up clickable photos of NASA missions. A third, San Francisco-themed, had little mini-models of Alcatraz and the Golden Gate Bridge that turned into VR photo panoramas. To exit any of the virtual panoramas, you look down and click on the side…or, remove the View-Master from your face. The View-Master comes with one reel in its $30 package, and extra reels will cost around $15 each. No, older View-Master reels don’t work in here, but it sounds like Mattel is exploring re-releasing content from some of the back catalog 10,000 older ViewMaster reels.</p>
<figure id="attachment_8823" aria-describedby="caption-attachment-8823" style="width: 770px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-8823" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster4.jpg?resize=770%2C577&#038;ssl=1" alt="The &quot;reels&quot; don't actually go in the View-Master, they simply sit on your table." width="770" height="577" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster4.jpg?w=770&amp;ssl=1 770w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/02/viewmaster4.jpg?resize=300%2C225&amp;ssl=1 300w" sizes="auto, (max-width: 770px) 100vw, 770px" /><figcaption id="caption-attachment-8823" class="wp-caption-text">The &#8220;reels&#8221; don&#8217;t actually go in the View-Master, they simply sit on your table.</figcaption></figure>
<p>There’s no strap to keep the View-Master on: this is a hold-to-your-face toy, much like older View-Masters and Google Cardboard. Mattel has promised that the tech has already been vetted by pediatric ophthalmologists, and is meant for children ages 7 and up — in short, bite-sized sessions.</p>
<p>The View-Master may work with other toys, too, like other app-ified toys in the past, but for now it’s really a fancier plastic Google Cardboard viewer, with additional Mattel support. That’s not a bad thing at all: at $30, this is a pretty awesome little stocking-stuffer idea, and a fun phone toy. Just keep in mind that if you give this to your kid, it won’t work without a phone popped into it.</p>
<p>By the time fall rolls around, Mattel may have other toys ready to work with it. Or, there might be many other companies ready to make cheap phone-enabled VR headsets, too.</p>
<p>Written by: <a href="http://www.cnet.com/profiles/scottstein8/" target="_blank">Scott Stein</a>, <a href="http://www.cnet.com/products/new-view-master/" target="_blank">CNET</a> (via <a href="http://ispr.info/2015/02/20/hands-on-with-mattels-new-ar-vr-view-master/" target="_blank">Presence</a>)<br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
<p>The post <a href="https://www.situatedresearch.com/2015/02/hands-on-with-mattels-new-ar-vr-view-master/">Hands-on with Mattel’s new AR, VR View-Master</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
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		<title>Welcome to the Age of Holographs</title>
		<link>https://www.situatedresearch.com/2015/01/welcome-age-holographs/</link>
					<comments>https://www.situatedresearch.com/2015/01/welcome-age-holographs/#_comments</comments>
		
		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Thu, 22 Jan 2015 22:18:54 +0000</pubDate>
				<category><![CDATA[Education]]></category>
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		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
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		<category><![CDATA[Game Development]]></category>
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		<guid isPermaLink="false">http://www.situatedresearch.com/?p=8792</guid>

					<description><![CDATA[<p>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.&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2015/01/welcome-age-holographs/">Welcome to the Age of Holographs</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>Up close with the HoloLens, Microsoft’s most intriguing product in years</strong></p>
<p>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 <em>Minecraft</em> 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. <span id="more-8792"></span></p>
<p>We walked on Mars.</p>
<p>You’ll notice there aren’t photos here, and that’s because before we were even allowed into the labs where the HoloLens team tests out its user experiences, we had to deposit our cameras and phones into a locker. No recording equipment of any kind was allowed, not even audio. We entered the basement below Microsoft’s visitor center laughing at the absurdity of it all — many reporters needed to get notepads from the company and weren’t carrying pens, either.</p>
<p>But it was all worth it, because HoloLens is probably the most intriguing (and, in many ways, most infuriating) technology we’ve experienced since the Oculus Rift. And there are many parallels with the Rift to be had: both are immersive, but in different ways; both require you to strap a weird thing on your head; both leave you grinning like at absolute idiot at a scene only you can see. And, crucially, both need more work when it comes to thinking through exactly how to control and interact with virtual things.</p>
<p><script height="575px" width="1023px" src="https://player.ooyala.com/iframe.js#ec=lsOGp3cjqUFwNW0FqImWpiKsqIdSTEX-&#038;pbid=dcc84e41db014454b08662a766057e2b"></script></p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-full wp-image-8793" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/d76d1d6c-a4e6-41d2-bc43-c9b49041a219.0.png?resize=864%2C392&#038;ssl=1" alt="d76d1d6c-a4e6-41d2-bc43-c9b49041a219.0" width="864" height="392" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/d76d1d6c-a4e6-41d2-bc43-c9b49041a219.0.png?w=864&amp;ssl=1 864w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/d76d1d6c-a4e6-41d2-bc43-c9b49041a219.0.png?resize=300%2C136&amp;ssl=1 300w" sizes="auto, (max-width: 864px) 100vw, 864px" /></p>
<p><strong><em>Minecraft</em> IRL<br />
</strong>by Dieter Bohn</p>
<p>By far, <a href="https://www.theverge.com/2015/1/21/7868363/minecraft-hololens-microsoft-freecell" target="_blank" rel="noopener">the most impressive demo for my money was the <em>Minecraft</em> demo</a> — though Microsoft called it something like “Building Blocks” or some such, presumably so as not to fully commit to releasing a full holograph version of<em>Minecraft</em>. But before we could enter this virtual world — actually, the virtual entered <em>our</em> world — we had to strap on the development unit for the HoloLens.</p>
<p>It’s a contraption, to be sure. There’s a small, heavy block you hang around your neck which contains all the computing power. It’s comprised of lenses and tiny projectors and motion sensors and speakers (or <em>something</em> that makes sound, anyway), and god knows what else. And then there’s a screen right there in your field of view.</p>
<p>A “screen in your field of view” is the right way to think about HoloLens, too. It’s immersive, but not nearly as immersive as proper virtual reality is. You still see the real world in between the virtual objects; you can see where the magic holograph world ends and your peripheral vision begins.</p>
<p>But before you can apply your jaded “I’ve done VR before” attitude to this situation, you look down at the coffee table and there’s a <strong>castle sitting right on the damn thing.</strong> It’s not shimmery, but it’s not quite real, either. It’s just sitting there, perfectly flat on the table, reacting in space to your head movements. It’s nearly as lifelike as the actual table, and there’s no lag at all. The castle is there. It’s simply magic.</p>
<p>You definitely have a big stupid grin on your face even though the contraption that’s strapped to it is pressing your eyeglasses into the bridge of your nose in a painful way.</p>
<p>Then it’s demo time. You can’t touch anything, but you can look and point a little circle at objects on it by moving your head around. You learn how a “glance” is just you looking at things and pointing your reticle at them, and an “AirTap” is the equivalent of clicking your mouse. The demo involves digging <em>Minecraft</em> holes and blowing up <em>Minecraft</em> zombies with <em>Minecraft</em> TNT. It’s basically incredible to see these digital things in real space.</p>
<p>You blow up a hole in the table and then you look <em>through</em> it to more digital objects on the floor. You blow up a hole in the wall and tiny bats fly out and you see that behind your very normal wall is a virtual hellscape of lava and rock. You peer into the hole, around the corner, and see that dark realm extend far into space.</p>
<p>And then the demo’s over.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-large wp-image-8794" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/a67d3d33-e1e5-4cf7-bf3d-dbe1befc8d8c.0.jpg?resize=980%2C655&#038;ssl=1" alt="a67d3d33-e1e5-4cf7-bf3d-dbe1befc8d8c.0" width="980" height="655" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/a67d3d33-e1e5-4cf7-bf3d-dbe1befc8d8c.0.jpg?resize=1024%2C684&amp;ssl=1 1024w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/a67d3d33-e1e5-4cf7-bf3d-dbe1befc8d8c.0.jpg?resize=300%2C200&amp;ssl=1 300w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/a67d3d33-e1e5-4cf7-bf3d-dbe1befc8d8c.0.jpg?w=1200&amp;ssl=1 1200w" sizes="auto, (max-width: 980px) 100vw, 980px" /></p>
<p><strong>Skype<br />
</strong>by Tom Warren</p>
<p>Microsoft’s Skype demo was as equally impressive to me as playing around with<em>Minecraft </em>blocks in a living room. After a two-hour keynote, Microsoft wanted me to fix a light switch. It all started by sitting down and facing some tools and a socket with exposed wiring. A little dazed and confused, I looked up and scanned across the Skype interface which was suddenly appearing in front of me, and picked a face to call. The video call popped into a little window, and my journey to fix a light switch began.</p>
<p>On the other end of the call was a Microsoft engineer. I could see and hear her, but she could only hear me and see exactly what I was seeing in front of me. My eyes, or the headset on my head, was relaying everything over Skype. It was a support call of sorts — here she was to help me fix a light switch. We started by pinning her little window on top of a lamp. I could then look around the room and return to the lamp to see her face. She guided me where to go. It felt strangely natural, and I didn’t need to configure anything or learn gestures other than the same “Air Tap” you use to simulate a mouse click.</p>
<p>While I was being talked through which real world tools we needed for the job, the Microsoft engineer called my attention to the wall with wiring and then started drawing where to position the light switch right on the wall. Thinking about it now it sounds totally surreal, but during the demo I didn’t even think about it — it just felt like I was being guided around with annotations and a helpful friend. We connected the wiring, tested it for an electrical current, and then turned the power back on and switched the light on. It was all fixed, and all by using a crazy combination of a headset, augmented reality, and Skype. It might sound gimmicky, but the applications here are truly impressive. I use YouTube guides to figure out home improvements or to service my car, but this is on another level. Imagine a surgeon performing complex surgery and writing notes in real time and guiding a colleague through it all. Imagine support calls to resolve a problem with your PC. If this works as well as Microsoft’s controlled demo, then this really has the ability to change how we communicate and learn.</p>
<p>Microsoft’s next demo didn’t have us using the HoloLens prototypes directly. Instead, we watched as “Nick” (nobody in Microsoft’s blue-tinted demonstration basement has last names. I asked.) manipulate objects in digital space so he could build a Koala bear or a pickup truck. It was actually quite impressive, as cameras filmed him and screens showed both Alex and the virtual objects he was manipulating in the same space in real time.</p>
<p>The idea was to convince us that HoloLens would unleash a wave of creators who would be able to dream up 3D objects with little to no training. It’s much easier to understand what a thing is in your living room than it is in AutoCad.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-full wp-image-8795" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/hololens.0.gif?resize=663%2C373&#038;ssl=1" alt="hololens.0" width="663" height="373" /></p>
<p>But sitting there after our whirlwind of actually <em>experiencing</em> HoloLens, my mind was elsewhere. For example, there are only a few ways to interact with this system so far:</p>
<ul>
<li>Glance: you point your head at something.</li>
<li>AirTap: you make a “Number 1″ sign with your hand, then move your finger down like you’re depressing a lever.</li>
<li>Voice: you can issue commands, usually to switch what “tool” you’re using.</li>
<li>Mouse: So actually the neatest thing is that objects you use to interact with computers can be used to interact with holograms.</li>
</ul>
<p>That seems like enough, but it’s not nearly enough. It’s wildly impressive that these objects really do feel like they’re out there in your living room, but it’s equally depressing to know that you can’t treat them like real objects.</p>
<p>At one point in the demo, Alex needed to put a tire on his pickup. He had to twist his body and head around to get his pointer in just the right spot and get the tire arranged just right to fix on the axle. Then, AirTap! the tire is connected. But how much easier would it be if you could grab the tire in your actual hands?</p>
<p>Our hands are simply more dextrous than our necks. You have finer control over small motions, you can move your hands in so many different ways and vectors, with pressure and nuance and delicacy. Your neck and head, well, not so much.</p>
<p>But then Microsoft gave us 3D printed Koalas with a USB drive inside them, which was nice. And if this HoloLens thing takes off, you will be able to design your own and it will be way easier than learning current 3D design software. But not as easy as it would be if you just imagined building with holograms.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-full wp-image-8796" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/microsoft-windows-10-live-verge-_1662.0.jpg?resize=980%2C654&#038;ssl=1" alt="microsoft-windows-10-live-verge-_1662.0" width="980" height="654" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/microsoft-windows-10-live-verge-_1662.0.jpg?w=1000&amp;ssl=1 1000w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2015/01/microsoft-windows-10-live-verge-_1662.0.jpg?resize=300%2C200&amp;ssl=1 300w" sizes="auto, (max-width: 980px) 100vw, 980px" /></p>
<p><strong>Walking on Mars<br />
</strong>By Tom Warren</p>
<p>Microsoft has teamed up with NASA to let scientists explore what Curiosity sees on Mars. Instead of panoramic imagery on a computer screen, Microsoft’s demo lit up a room and turned it into Mars. I walked around the rocky terrain, bumped into the Curiosity rover, and generally just checked out a planet I will never visit in my lifetime. It’s a totally new perspective that felt like I was immersed in touring Mars, but not necessarily there. The field of view felt a little too limited to truly immerse myself and trick my brain into thinking I was really on another planet, but what impressed me most is what Microsoft has built into this experience.</p>
<p>I held a call with a NASA engineer and he talked me through the terrain. I squatted to look more closely at rocks, took snapshots of various rock formations, and even planted flags for points of interest. My jaw dropped when I ventured over to a PC in the room and started to experiment with the mouse. I pulled the mouse pointer off the screen and suddenly it was on the floor next to me, allowing me to set markers in the virtual environment. It’s everything I’ve seen in demonstrations from Microsoft Research before, but here it was on my head and working.</p>
<p>The collaboration part was the key here, allowing me to interact with this data in a unique way, but also alongside the NASA engineer who could drop flags on the Mars terrain and guide me to look at certain sections. While this isn’t traditional productivity with a mouse and keyboard, it’s certainly something new and intriguing. I could see this type of scenario working for big teams that need to communicate across time zones and on big sets of complex data.</p>
<p>Overall, HoloLens is Microsoft at its most ambitious. It’s a big bet on the future of computing, the future of Windows, and ultimately the future of Microsoft itself. While the company is struggling at mobile, it wants to catch the next wave of computing and lead. Is HoloLens the next wave? Developers and consumers will be the ultimate test of that, but if anything HoloLens is an incredibly brave and impressive project from Microsoft. It’s true innovation, which is something Microsoft has lacked during its obsession with protecting Windows. It’s also another example of <a href="https://www.theverge.com/2014/11/6/7164623/microsoft-3d-sound-headset-guide-dogs" target="_blank" rel="noopener">an experience that takes the complex technology out of the way</a>, leaving you to experience what really matters.</p>
<p>Written by: <a href="https://www.theverge.com/users/Dieter%20Bohn" target="_blank" rel="noopener">Dieter Bohn</a> and <a href="https://www.theverge.com/users/tomwarren" target="_blank" rel="noopener">Tom Warren</a>, <a href="https://www.theverge.com/2015/1/21/7868251/microsoft-hololens-hologram-hands-on-experience" target="_blank" rel="noopener">The Verge</a> (via <a href="https://ispr.info/2015/01/22/up-close-with-the-hololens-microsofts-intriguing-mixed-reality-product/" target="_blank" rel="noopener">Presence</a>)<br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
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		<title>Study Reveals Real Reason Behind Gaming Aggression</title>
		<link>https://www.situatedresearch.com/2014/04/study-reveals-real-reason-behind-gaming-aggression/</link>
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		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Wed, 23 Apr 2014 15:08:33 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[Affect / Emotion]]></category>
		<category><![CDATA[Cognition]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games for Learning]]></category>
		<category><![CDATA[Human Factors]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Mental Models]]></category>
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		<category><![CDATA[Usability Testing]]></category>
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		<guid isPermaLink="false">http://www.situatedresearch.com/?p=8406</guid>

					<description><![CDATA[<p>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 &#8220;little difference&#8221; in levels of aggression when the games themselves depicted violence. Overwhelmingly, the deciding&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2014/04/study-reveals-real-reason-behind-gaming-aggression/">Study Reveals Real Reason Behind Gaming Aggression</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p style="color: #000000;">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.</p>
<p style="color: #000000;">In comparison, the research found there was &#8220;little difference&#8221; in levels of aggression when the games themselves depicted violence. Overwhelmingly, the deciding factor was &#8220;how the volunteers were able to master the electronic game after 20 minutes of play&#8221;. <span id="more-8406"></span></p>
<div class="quoteBox">
<blockquote><p>This need to master the game was far more significant than whether the game contained violent material.&#8221;</p></blockquote>
</div>
<p style="color: #000000;">The <a style="font-weight: inherit; font-style: inherit; color: #003399;" href="http://www.ox.ac.uk/media/news_stories/2014/140408.html" target="_blank" rel="nofollow" data-ls-seen="1">study</a> was conducted by research teams from University of Oxford in the UK and the University of Rochester in the US, with the findings published in the <a style="font-weight: inherit; font-style: inherit; color: #003399;" href="http://www.apa.org/pubs/journals/psp/index.aspx" target="_blank" rel="nofollow" data-ls-seen="1"><em>Journal of Personality and Social Psychology</em></a>.</p>
<p style="color: #000000;">The experiment is believed to be the first study of its kind and consisted of six controlled lab tests involving university students. The candidates played a simple puzzle game the researchers were able to manipulate, increasing its difficultly or making the control scheme less intuitive or responsive.</p>
<p style="color: #000000;">&#8220;To date, researchers have tended to explore passive aspects of gaming, such as whether looking at violent material in electronic games desensitises or aggravates players,&#8221; says Dr Andrew Przybylski, co-author of the study, from the Oxford Internet Institute. &#8220;We focused on the motives of people who play electronic games and found players have a psychological need to come out on top when playing. If players feel thwarted by the controls or the design of the game, they can wind up feeling aggressive. This need to master the game was far more significant than whether the game contained violent material. Players on games without any violent content were still feeling pretty aggressive if they hadn’t been able to master the controls or progress through the levels at the end of the session.&#8221;</p>
<div class="quoteBox">
<blockquote><p>If the structure of a game or the design of the controls thwarts enjoyment, it is this, not the violent content, that seems to drive feelings of aggression.&#8221;</p></blockquote>
</div>
<p style="color: #000000;">In addition to the lab tests, researchers conducted a survey of over 300 players, focussing the three games they had played most in the last month. Players were asked which they had enjoyed the most, and why. Again, the research demonstrated that some players experienced aggression when they didn&#8217;t feel good at the game. Furthermore, these feelings of aggression had even spoiled their level of enjoyment.</p>
<p style="color: #000000;">&#8220;The study is not saying that violent content doesn&#8217;t affect gamers,&#8221; says co-author Richard M Ryan, from the University of Rochester. &#8220;But our research suggests that people are not drawn to playing violent games in order to feel aggressive. Rather, the aggression stems from feeling not in control or incompetent while playing. If the structure of a game or the design of the controls thwarts enjoyment, it is this, not the violent content, that seems to drive feelings of aggression.&#8221;</p>
<p style="color: #000000;">Written by: <a href="http://www.ign.com/articles/2014/04/08/study-reveals-real-reason-behind-gaming-aggression">Daniel Krupa, IGN UK</a><br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
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		<title>IBM Forecasts Major Advances in Cognitive Computing</title>
		<link>https://www.situatedresearch.com/2013/12/ibm-forecasts-major-advances-cognitive-computing/</link>
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		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Fri, 27 Dec 2013 16:59:58 +0000</pubDate>
				<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Augmented Reality]]></category>
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		<guid isPermaLink="false">http://www.situatedresearch.com/?p=5532</guid>

					<description><![CDATA[<p>IBM on Tuesday released its annual &#8220;5 in 5&#8221; 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 &#8220;learn&#8221; how to better serve us.  Last year&#8217;s 5 in 5 list also focused on&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2013/12/ibm-forecasts-major-advances-cognitive-computing/">IBM Forecasts Major Advances in Cognitive Computing</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>IBM on Tuesday released its annual &#8220;5 in 5&#8221; 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 &#8220;learn&#8221; how to better serve us. <span id="more-5532"></span></p>
<p>Last year&#8217;s 5 in 5 list also focused on the <a href="http://www.pcmag.com/article2/0,2817,2413300,00.asp" data-ls-seen="1">rise of cognition in computing</a> and how the five senses humans use to gain information about and manipulate the physical world are being emulated by computing systems like IBM&#8217;s own Watson artificial intelligence framework.</p>
<p>For this year&#8217;s edition, IBM got a little more specific about the ways that such advances in machine learning will affect us, touching more on data analytics and offering up the following predictions:</p>
<p><b>The classroom will learn you:</b> Kerrie Holley of IBM described this as a concept &#8220;built on a lot of the technologies you see with how the Khan Academy works, cloud-based computing, and the like.&#8221; In the years to come, new learning technologies will use advanced analytics of &#8220;longitudinal student records&#8221; to help teachers better assess what individual students need, which ones are at risk, and how to help them in their education, he said.</p>
<p><iframe loading="lazy" frameborder="0" allowfullscreen src="//www.youtube.com/embed/hTA5GyWamR0" width="650" height="390"></iframe></p>
<p><b>Buying local will beat online.</b> Less about a specific tech advance, this prediction is based on the idea that the &#8220;tables will turn&#8221; in terms of access to the kind of technology, cloud services, and analytics that can help &#8220;mom and pop&#8221; businesses compete more readily with big national and global retailers, Holley said. &#8220;Technology costs are dropping and as they do, proximity will allow local retailers to create experiences the big retailers are not able to do online.&#8221;</p>
<p><iframe loading="lazy" frameborder="0" allowfullscreen src="//www.youtube.com/embed/yKNSOwLcrkE" width="650" height="390"></iframe></p>
<p><b>Doctors will use your DNA to keep you well.</b> IBM presented this prediction as one involving more advanced computational work than some of the others in its 5-in-5 list. &#8220;Cognitive-based systems like Watson, along with breakthroughs in genomic research, will enable doctors to be better able to diagnose cancer and offer better treatments,&#8221; Holley said.</p>
<p><iframe loading="lazy" frameborder="0" allowfullscreen src="//www.youtube.com/embed/0M1DMdc1mQ0" width="650" height="390"></iframe></p>
<p><b>The city will help you live in it.</b> In just a few decades, as many as seven out of 10 people around the world will live in cities, according to some projections. We&#8217;re already seeing more computational resources being dedicated to helping those city dwellers manage their urban lives and that will only accelerate, according to IBM.</p>
<p><iframe loading="lazy" frameborder="0" allowfullscreen src="//www.youtube.com/embed/tVGviMIMjN0" width="650" height="390"></iframe></p>
<p><b>A digital guardian will protect you online.</b> Holley explained this prediction as an expansion on financial fraud protection services offered by banks and credit card companies, only much more personally tailored to individuals to safeguard their entire digital lives.</p>
<p><iframe loading="lazy" frameborder="0" allowfullscreen src="//www.youtube.com/embed/al8ng82nRss" width="650" height="390"></iframe></p>
<p>&#8220;This year&#8217;s IBM 5 in 5 explores the idea that everything will learn—driven by a new era of cognitive systems where machines will learn, reason and engage with us in a more natural and personalized way. These innovations are beginning to emerge enabled by cloud computing, big data analytics, and learning technologies all coming together,&#8221; the research team behind the company&#8217;s annual list of predictions said in a statement.</p>
<p>&#8220;Over time these computers will get smarter and more customized through interactions with data, devices, and people, helping us take on what may have been seen as unsolvable problems by using all the information that surrounds us and bringing the right insight or suggestion to our fingertips right when it&#8217;s most needed. A new era in computing will lead to breakthroughs that will amplify human abilities, assist us in making good choices, look out for us, and help us navigate our world in powerful new ways.&#8221;</p>
<p>Written by: <a href="http://www.pcmag.com/author-bio/damon-poeter">Damon Poeter</a>, <a href="http://www.pcmag.com/article2/0,2817,2428432,00.asp">PC Mag</a><br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5532</post-id>	</item>
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		<title>Serious Games and the Future of Education</title>
		<link>https://www.situatedresearch.com/2013/09/serious-games-future-education/</link>
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		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Wed, 18 Sep 2013 15:50:08 +0000</pubDate>
				<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Serious Games]]></category>
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		<category><![CDATA[Cognition]]></category>
		<category><![CDATA[Communication]]></category>
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		<guid isPermaLink="false">http://www.situatedresearch.com/?p=5325</guid>

					<description><![CDATA[<p>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 essence of what’s going&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2013/09/serious-games-future-education/">Serious Games and the Future of Education</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>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. <span id="more-5325"></span></p>
<figure id="attachment_5326" aria-describedby="caption-attachment-5326" style="width: 239px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-5326" style="margin-right: 10px;" title="Nolan Bushnell" alt="Nolan_Bushnell" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/09/Nolan_Bushnell.jpg?resize=239%2C360&#038;ssl=1" width="239" height="360" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/09/Nolan_Bushnell.jpg?w=399&amp;ssl=1 399w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/09/Nolan_Bushnell.jpg?resize=199%2C300&amp;ssl=1 199w" sizes="auto, (max-width: 239px) 100vw, 239px" /><figcaption id="caption-attachment-5326" class="wp-caption-text"><em>Nolan Bushnell</em></figcaption></figure>
<p>“The essence of what’s going on now is the adoption of brain science… It turns out that if you teach in a different way, you can get outcomes that are 10-20 times more efficient and stickier,” says <strong><a href="http://www.brainrush.com/">Brainrush</a> </strong>founder Nolan Bushnell.</p>
<p>Bushnell, founder of Atari, Inc and Chuck E. Cheese Pizza Time Theaters, believes that an integration of video games and educational software will spur one of the most significant changes in education history.  “<em><strong>In some ways</strong> <strong>the world of education is going to go through one of the most massive changes in the next five years than it has seen in the last three thousand years</strong>. </em>It’s a perfect storm.”</p>
<p>Bushnell believes the change will come from four key areas.</p>
<ol>
<li><em>The rise of cheap, ubiquitous hardware.</em></li>
<li><em>Robust networks that allow for connectivity without the administrative constraints of the past.</em></li>
<li><em>Extreme pressure on schools to produce outcomes – Too many kids are getting through high school with no meaningful job skills.</em></li>
<li><em>Adoption of brain science software.</em></li>
</ol>
<p>“One of the key factors is here is the adoption of brain science.  Getting it involved in the curriculum is massively effective.  Not by 20%, not by 50%, but by many multiples of educational efficacy,” says Bushnell. “This is on a trajectory right now that is unstoppable by bureaucracy, but unions, by anything.  It’s just going to happen.”</p>
<p>Bushnell states that these factors have created a situation where the adoption of new technology isn’t just smart, but inevitable.</p>
<p>“The real issue comes down to effectiveness.  The school systems have adopted a factory system of education, which says pretty much one speed, one complexity.  As a result, there’s one person being taught at the right speed and the rest of the kids are bored or lost,” says Bushnell.  “The computer allows you to adapt to each student’s particular skills and speed.  Instead of ABCDF, all kids end up totally mastering the subject.  It’s a big change.  What it really does is it levels the understanding gap in the factory model with really impressive outcomes.”</p>
<figure id="attachment_5327" aria-describedby="caption-attachment-5327" style="width: 250px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5327 " style="margin-left: 10px;" alt="Jesse Schell" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/09/Jesse_Schell.jpg?resize=250%2C250&#038;ssl=1" width="250" height="250" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/09/Jesse_Schell.jpg?w=250&amp;ssl=1 250w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/09/Jesse_Schell.jpg?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/09/Jesse_Schell.jpg?resize=90%2C90&amp;ssl=1 90w" sizes="auto, (max-width: 250px) 100vw, 250px" /><figcaption id="caption-attachment-5327" class="wp-caption-text"><em>Jesse Schell</em></figcaption></figure>
<p>Jesse Schell, founder and CEO of <a href="http://www.schellgames.com/"><strong>Schell Games</strong></a>, sees the shift not something that will happen in the near future but as something already happening.</p>
<p>“Coming from an entertainment games background used to be creative director at Disney Imaginary Virtual Reality Studio.  For the last 12 years I’ve been teaching t the Carnegie Mellon’s Entertainment Technology Center and about 10 years ago I started my own game studio in Pittsburgh,” says Schell.  “We’ve grown from 5 people to about 100 people right now and what we’ve found in the last few years is that the fastest growing part of the games industry is in educational games.  What we see is going to happen is an avalanche of tablets into the school systems, they’re well poised to replace textbooks and then a number of other changes start to happen.</p>
<p>Schell’s take on the situation finds some common ground with Bushnell’s analysis.  Like Bushnell, Schell sees the transformation not if, but when.</p>
<p>“Debate on how this transformation when this is going to happen. I believe that schools only make changes when they absolutely have to or if they see there is a way to save money,” says Schell.  “I think it’s possible that they will see tablets as a way to save money.  Textbook costs are significant.  Tablets are the moment are not terribly cheap, but look at phones – things get quite affordable as time goes on.”</p>
<p>It can be difficult to visualize this takeover, but look at the video game industry and the shift to mobile titles.  Kids are having their first interactions with games on mobile devices, something that current-gen gamers simply can’t identify with.  When kids are having their first interactions with the tablet touch-screen classroom, similar things could occur.</p>
<p>“My suspicion is that we’ll see it happen in pockets first, but at the same time we’ll start to see tablet integration take over,” says Schell.  “We’ve got a generation of kids now with tablets and touch being their first modes of interaction, expecting to come into the classroom and touch screens.”</p>
<p>And what about concerns that games may simply not be seen as an educational tool? Schell shrugs off the possibility.</p>
<p>“People see the power that games hold. They see the focus. They see the engagement. You hear parents say ‘I wish they were as excited about Algebra as they are about Call of Duty.’  The key is going to come down to data.<strong><em>  It’s going to be very difficult to argue with data and results.</em></strong>”</p>
<p>The classroom of the future is a connected one, with the teacher able to zero in and command the flow of information and learning.  With all of the talk about big data and analytics, these tools could be utilized in the new classroom with significant impact.</p>
<p>“It gives the teacher so much data.  It’s incredible for both students that are behind and ahead.  This change has already started to happen.  Teachers see the power of games to engage students.  It’s about what happens when the students and the teacher are all using the same technology and it’s all connected,” says Schell.</p>
<p>“This is a fundamental change in the experience.  The teacher is almost in the role of a Dungeon Master, giving out a scenario that everyone is working on, monitoring status, changing the challenge depending on situations, and moving things front and center to the board when something key happens.”</p>
<p>Written by: <a href="http://www.forbes.com/sites/danieltack/">Daniel Tack</a>, Contributor, <a href="http://www.forbes.com/sites/danieltack/2013/09/12/serious-games-and-the-future-of-education/">Forbes</a><br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
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		<title>How Google is Melding Our Real and Virtual Worlds with Games, Apps … and Glass</title>
		<link>https://www.situatedresearch.com/2013/05/how-google-is-melding-our-real-and-virtual-worlds-with-games-apps-and-glass/</link>
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		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Mon, 20 May 2013 19:25:11 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[HCI]]></category>
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		<guid isPermaLink="false">http://www.situatedresearch.com/?p=5126</guid>

					<description><![CDATA[<p>“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&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2013/05/how-google-is-melding-our-real-and-virtual-worlds-with-games-apps-and-glass/">How Google is Melding Our Real and Virtual Worlds with Games, Apps … and Glass</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>“The world around you is not what it seems,” says <a href="http://www.ingress.com/">Ingress</a>, 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.</p>
<p>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. <span id="more-5126"></span></p>
<p style="text-align: center;"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5128 aligncenter" alt="Ingress" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/Ingress1.jpg?resize=558%2C353&#038;ssl=1" width="558" height="353" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/Ingress1.jpg?w=558&amp;ssl=1 558w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/Ingress1.jpg?resize=300%2C189&amp;ssl=1 300w" sizes="auto, (max-width: 558px) 100vw, 558px" /></p>
<p>In the last few eye-blinks of human history, we’ve created virtual worlds: cyberspace, virtual reality, the World Wide Web … places that exist in our devices, on our computers, in our servers, on the internet, and in our heads. But there’s also a space in which we live and walk and eat and breathe. Realspace. Meatspace. IRL. The real world, so we say, that we can touch and taste and smell.</p>
<p>Google’s trying to bring those worlds together, partly through the work of Niantic Labs.</p>
<p>Augmented reality is nothing new, of course, with marketing-focused companies like Layar building connections between physical and virtual reality and Ikea’s <a href="http://venturebeat.com/2012/12/23/augmented-reality/">most-downloaded branded app of 2012</a> doing similar things. Other startups have explored AR capabilities as well, such as Caterina Fake’s <a href="https://findery.com/">Findery</a>, which invites people to leave geo-tied notes that others can discover and read.</p>
<p style="text-align: center;"><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter  wp-image-5129" alt="screen-shot-2013-04-29-at-6-49-41-am" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-6-49-41-am.png?resize=590%2C346&#038;ssl=1" width="590" height="346" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-6-49-41-am.png?w=737&amp;ssl=1 737w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-6-49-41-am.png?resize=300%2C176&amp;ssl=1 300w" sizes="auto, (max-width: 590px) 100vw, 590px" /></p>
<p>But when a company with the resources of a Google tackles the problem, and has a tool in Google Glass that seems destined for significant developer (and probably user) penetration that can actually create interconnections between the real and the virtual perhaps more efficiently than any other previous product, you’ve got something interesting. And potentially huge.</p>
<p>So a couple of weeks ago, I chatted with the man who’s leading that effort.</p>
<h3>John Hanke: the missionary of mapping</h3>
<p>John Hanke is vice president of product for Niantic Labs, the year-old Google-but-not-Google division of just a few dozen engineers that brought us <a href="http://venturebeat.com/2012/09/27/googles-new-field-trip-virtually-augmenting-the-awesomeness-of-reality/">Field Trip, the app to explore the world around us with a virtual docent</a>. And, of course, the virtual/real game Ingress.</p>
<figure id="attachment_5130" aria-describedby="caption-attachment-5130" style="width: 359px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5130" alt="John Hanke" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/12926c4.jpg?resize=359%2C359&#038;ssl=1" width="359" height="359" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/12926c4.jpg?w=359&amp;ssl=1 359w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/12926c4.jpg?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/12926c4.jpg?resize=300%2C300&amp;ssl=1 300w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/12926c4.jpg?resize=90%2C90&amp;ssl=1 90w" sizes="auto, (max-width: 359px) 100vw, 359px" /><figcaption id="caption-attachment-5130" class="wp-caption-text"><em>John Hanke</em></figcaption></figure>
<p>Before Niantic, Hanke ran Google Maps, Google Earth, and other geo areas, and before Google, he was the cofounder and CEO of Keyhole, the innovative geo-mapping and visualization company. Google bought Keyhole in 2004, which brought Hanke in the search engine’s fold to lead the its maps, earth, street view, and local divisions.</p>
<p>Now, he told me, rather than let him leave to scratch his entrepreneurial itch yet again and do another startup, Google gave him a semi-autonomous group to, as his LinkedIn profile suggests, experiment at the “intersection of mobility, real world, and the Internet.”</p>
<p>“We set up Niantic as a group that could explore new types of mobile apps with ubiquitous always-on features,” Hanke said. “And we’re set up to act like a start-up.”</p>
<h3>Virtual + physical = field trip</h3>
<p>Field Trip was one of Niantic’s first creations, and while on the surface it’s an app that helps you find cool stuff, ultimately it’s a tool to merge metadata and data and then present them together. While you’re in the physical world, Field Trip pulls data about that experience from digital sources, feeding you that information, and changing — deepening, enriching — your experience of place. Layering with history, perhaps, or science, or culture.</p>
<p>Because, after all, one rock is very much like another rock, but if this is the precise rock where Geronimo attacked Mexican soldiers armed with only a knife and his courage, that changes our experience of this particular place. And the merging/melding/layering of virtual and physical makes it more real, in a sense — hyperreal.</p>
<figure id="attachment_5131" aria-describedby="caption-attachment-5131" style="width: 245px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5131" alt="Google’s Field Trip app helps you explore “reality.”" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/ft-screenshot-5.png?resize=245%2C435&#038;ssl=1" width="245" height="435" /><figcaption id="caption-attachment-5131" class="wp-caption-text"><em>Google’s Field Trip app helps you explore “reality.”</em></figcaption></figure>
<p>Enabling that, of course, requires extensive virtual enhancement of the what-you-see-is-what-you-get world.</p>
<p>“One of the things that we’re trying to evangelize is the concept of geo-tagging everything,” Hanke told me. “I would have expected eight years ago that it would be ubiquitous now, but it’s still not. But I think we’ll get there.”</p>
<p>Geotagging everything digital is a key intersection point between virtual and real. If this blog post is written <i>here</i>, and not <i>there</i>, that adds flavor and nuance to the information. And if a particular historical fact is geotagged to a specific mapped location, that adds depth and dimension to our experience of that place.</p>
<p>“We’re applying some of the same techniques we currently use in standard web search, and the same kind of discipline, to pull really interesting, really good places up from everything else,” Hanke says. “The model is that you’re walking through an unfamiliar neighborhood, but with a friend who is telling you the best things around you. You enjoy it just like before, but you’re a little more informed.”</p>
<h3>AR + MMO + IRL</h3>
<p>Depth and dimension are definitely core components of Ingress, another Niantic Labs app/experiment/game. Ingress is a — take a deep breath — augmented reality massively multiplayer online video game.</p>
<p>The real world is real, but it’s fought over virtually by two shadowy groups: the Enlightened and the Resistance. Niantic has filled the Earth with virtual portals, usually coincident with actual physical landmarks or monuments, that players need to capture in order to gain territory. Capture territory with large numbers of people (aka “mind units”) and your faction gets more powerful.</p>
<p>Clearly, the massive integration of Google mapping technology with a sophisticated gaming engine is required. And the result is another intersection between the real and the virtual.</p>
<p>“Ingress is a massively multiplayer online game designed for mobile, with real location-based connections,” Hanke told me.</p>
<p>You play with everyone in your faction, and you might meet up with other players in real life, or you may just know them virtually as team members in another area. Along the way, Google learns an awful lot about how you use your mobile devices, about mapping physical locations, and about overlaying cyberspace on meatspace.</p>
<figure id="attachment_5132" aria-describedby="caption-attachment-5132" style="width: 633px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" class=" wp-image-5132 " alt="Ingress’ field of play is the world, layered with virtual data." src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-7-05-27-am.png?resize=633%2C383&#038;ssl=1" width="633" height="383" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-7-05-27-am.png?w=703&amp;ssl=1 703w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-7-05-27-am.png?resize=300%2C181&amp;ssl=1 300w" sizes="auto, (max-width: 633px) 100vw, 633px" /><figcaption id="caption-attachment-5132" class="wp-caption-text"><em>Ingress’ field of play is the world, layered with virtual data.</em></figcaption></figure>
<p>All of that knowledge is going to come in very handy with Google Glass.</p>
<h3>Endgame: Google Glass?</h3>
<p>Hanke is cautious when speaking about Google Glass, as is the PR handler who is copiloting our conversation. Even already public information is a question mark as we chat: Google is definitely being Apple-like in the control and distribution of Glass and its future.</p>
<p>But something tantalizing tidbits do come out.</p>
<p>“We definitely kinda had Google Glass in mind when we started work on apps at Niantic,” Hanke says. “We need mobile devices that are less intrusive than the phone is.”</p>
<figure id="attachment_5133" aria-describedby="caption-attachment-5133" style="width: 300px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5133" alt="A model demonstrates Google’s new Project Glass technology." src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/glass.jpg?resize=300%2C238&#038;ssl=1" width="300" height="238" /><figcaption id="caption-attachment-5133" class="wp-caption-text"><em>A model demonstrates Google’s new Project Glass technology.</em></figcaption></figure>
<p>And we need devices with different input/output modalities, he says. After all, it’s not easy to play Ingress running around holding an expensive and fragile device in front of you like a window ripped from its frame. And yet you need that portal from the physical to the virtual. For instance, while Field Trip is great to open the doors on human context for the world around us, it threatens to detract from our experience of the world by redirecting our eyes from the ultimate big screen of reality to the small screen of our mobile device.</p>
<p>Google Glass, on the other hand, sits unobtrusively on our foreheads, leaving our hands free and providing data as an overlay on top of the physical world rather than an alternative to the physical world. That model of layering, mixing, and intersecting is top-of-mind for Hanke.</p>
<p>“It just can’t be the case that people are walking around heads down tapping on a screen,” he says. “That just can’t be the future of the human race.”</p>
<h3>Cyborg me now</h3>
<p>Which, of course, is exactly what’s at issue: the future of the human race. Or, at least how we ingest, consume, and reconstitute digital data. And analog data. And meld the two into one harmonious whole of knowing.</p>
<p>That’s perhaps a little metaphysical for a small division of Google that focuses on maps and games and apps.</p>
<p>But the web has <a href="http://www.theatlantic.com/magazine/archive/2008/07/is-google-making-us-stupid/306868/">rewired our brains</a> in a decade or so of virtually ubiquitous Internet access, and the smartphone has rewired our behavior in five years, taking us from creatures who look up to to see others to beings that look down at any opportunity to see small bits of plastic and glass and metal in our hands.</p>
<p>So is it really too much to expect from a transformation that brings us from clear divisions between what is real and what is virtual to an elegant blend of the two?</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" class="aligncenter size-full wp-image-5134" alt="screen-shot-2013-04-29-at-7-08-50-am" src="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-7-08-50-am.png?resize=558%2C293&#038;ssl=1" width="558" height="293" srcset="https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-7-08-50-am.png?w=558&amp;ssl=1 558w, https://i0.wp.com/www.situatedresearch.com/wp-content/uploads/2013/05/screen-shot-2013-04-29-at-7-08-50-am.png?resize=300%2C157&amp;ssl=1 300w" sizes="auto, (max-width: 558px) 100vw, 558px" /></p>
<p>“This is not psychosis or some cognitive break, but an actual takeover of the mind,” Google’s introductory video for the Ingress game says ominously.</p>
<p>Art imitates life, I suppose, and life, in turn, imitates art.</p>
<p>Written by: <a href="http://venturebeat.com/author/johnkoetsier/">John Koetsier</a>, <a href="http://venturebeat.com/2013/05/01/how-google-is-melding-our-real-and-virtual-worlds-with-games-apps-and-glass/">VentureBeat</a> (via <a href="http://ispr.info/2013/05/14/how-google-is-melding-our-real-and-virtual-worlds-with-games-apps-and-glass/">Presence</a>)<br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
<p>The post <a href="https://www.situatedresearch.com/2013/05/how-google-is-melding-our-real-and-virtual-worlds-with-games-apps-and-glass/">How Google is Melding Our Real and Virtual Worlds with Games, Apps … and Glass</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
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		<title>The Future of Gaming – It May All Be in Your Head</title>
		<link>https://www.situatedresearch.com/2013/05/the-future-of-gaming-it-may-all-be-in-your-head/</link>
					<comments>https://www.situatedresearch.com/2013/05/the-future-of-gaming-it-may-all-be-in-your-head/#_comments</comments>
		
		<dc:creator><![CDATA[Matthew Sharritt, Ph.D.]]></dc:creator>
		<pubDate>Mon, 13 May 2013 14:53:36 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[Aesthetics]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Cognition]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games for Learning]]></category>
		<category><![CDATA[Human Factors]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<guid isPermaLink="false">http://www.situatedresearch.com/?p=5121</guid>

					<description><![CDATA[<p>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&#8230;</p>
<p>The post <a href="https://www.situatedresearch.com/2013/05/the-future-of-gaming-it-may-all-be-in-your-head/">The Future of Gaming – It May All Be in Your Head</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>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 <a href="http://www.neurogamingconf.com/">NeuroGaming Conference and Expo</a>; a first-of-its-kind conference whose existence alone signals an inflection point in the industry. <span id="more-5121"></span></p>
<p>Conference founder, Zack Lynch, summarized neurogaming to those of us in attendance as the interface, “where the mind and body meet to play games.”</p>
<p>Driven by explosive growth in computer processing, affordable sensors, and new haptic sensation technology, neurogame designers have entirely new toolkits to craft an immersive experience  that simulates our waking life. Lucid journeys into the dreamscapes depicted in films like Inception may soon become possible.</p>
<p>Recently developed platforms like Xbox Kinect and Nintendo Wii don’t require the motor skill to use complex gamepads, so it’s common to see three year olds and even seventy-three year olds showing those teenagers a thing or two about Nintendo Wii tennis. The next step for game designers is to introduce psycho-emotional inputs measuring anything from heart rate, facial analysis, voice measurement, skin conductance, eye tracking, pupil dilation, brain activity, and your ever-changing emotional profile. These games will know the user at a subconscious level and deliver an experience that could forever blur the line between virtual and reality.</p>
<p>The future of neurogaming depends heavily on continued development of reliable augmented and virtual reality technologies. Chatter about <a href="http://singularityhub.com/2013/02/21/google-glass-drops-project-status-opens-testing-to-the-public/">Google Glass</a> was everywhere, and I especially enjoyed sampling the <a href="http://singularityhub.com/2012/09/13/2013-the-dawn-of-wearable-computing/">Oculus Rift</a>, a crowd favorite. I was stunned by the high degree of realism in navigating the game map inside one developer’s world where I experienced shooting a virtual basketball in an open court. Experiencing a game as a total first person observer is a somewhat psychedelic and mind-bending experience. Wearing an Oculus, that Wii tennis match may seem a bit more interesting when you’re competing at Wimbledon with a lifelike crowd on hand to cheer you on.</p>
<p>With the Oculus Rift, Stanford virtual reality expert Walter Greenleaf pointed out that, “Virtual Reality could finally be at a turning point. It’s available at an accessible price point, with unparalleled levels of connectivity, visual and auditory immersion, and the latency to enable more natural body movement.”</p>
<p>Neurogames also pull together technologies that deliver feedback to immerse players in ways never before possible. One such output technology included a recently developed device at the University of Utah, which uses sliding bars inside handle controllers to recreate the sensation of holding a real object.  Imagine a next generation Wii controller that simulates an actual tennis racket during that Wimbledon final.</p>
<p>Here’s a video of the tech in action:</p>
<p><iframe loading="lazy" src="http://www.youtube.com/embed/610iTKlYBVM?rel=0" height="326" width="580" allowfullscreen="" frameborder="0"></iframe></p>
<p>Neurogames are sure to entertain, but they’re also amplifying gaming’s reach into other sectors as well.</p>
<p>Games are leaving those teenage living rooms behind, a point endorsed by the crowd demographics. Conference attendees ranged from healthcare providers, educators, defense experts, and sport scientists; all of whom are hoping to apply neurogaming to their industry. “Gaming could make us as humans, better in every way,” says game designer Noah Falstein.  <a href="http://www.kuathletics.com/sports/m-footbl/spec-rel/032613aad.html">Football players are using lifelike virtual reality to simulate real game scenarios</a> complete with crowd noise, and football avatars going through actual plays. Two-a-days could now happen from the comfort of a computer lab, instead of the August sun.</p>
<p>Healthcare providers are increasingly working with game designers to create therapeutic neurogames to treat PTSD, ADHD, and other behavioral and emotional disorders. Already, brain-controlled interface companies like <a href="http://interaxon.ca/">InterAxon</a> offer meditation assistance apps. Many experts talked of a day when games are prescribed in place of today’s pharmaceuticals for disorders like depression and anxiety.</p>
<p>Lumos Labs was on hand to present <a href="http://www.lumosity.com/">Lumosity,</a> an online brain fitness platform created by Stanford neuroscientists that battle memory loss, boost attention, and treat emotional disorders. With over 40 million users worldwide, Lumosity is an indication that brain fitness should be a growing industry segment.</p>
<p>The possibilities for these technologies to aid the defense community were showcased throughout the conference. Former DARPA program manager Dr. Amy Kuse says, “These tools are helping us augment human performance in incredible ways,” With aid from tools like EEG monitoring, tDCS (<a href="http://singularityhub.com/2013/01/14/does-passing-a-small-current-through-your-brain-really-make-you-smarter/">foc.us was on hand to show off their commercial product)</a>, and brain-controlled interfaces, DARPA was able to increase sniper marksmanship performance by a factor of 2. Enhanced training coupled with brain monitoring tools could give soldiers simulated combat experience while alerting superiors of PTSD symptoms in real time.</p>
<p>Recreational home use of these devices will see dramatic evolution. As neurogaming content development matures, casual gamers will see entirely new modalities of storytelling and immersion. Even the music and imagery will be driven by the users emotional state.</p>
<p>Imagine if gaming looked like this:</p>
<p><iframe loading="lazy" src="http://www.youtube.com/embed/qpHWJMytx5I?rel=0" height="435" width="580" allowfullscreen="" frameborder="0"></iframe></p>
<p>The rise of neurogaming won’t occur without hiccups. Hardware designers must cope with “consumer vanity” issues that come with wearables like EEG, and other display headsets. Only time will tell if Google Glass users are welcomed as style innovators or shunned as wandering cyborgs.</p>
<p>Deeper questions surrounding the morality of neurogames will be sure to stir debate. As virtual reality technology inches closer to lifelike resolution, should gamers simulate themselves as characters engaged in acts of violence or criminal activity?</p>
<p>It’s unpredictable what these games could uncover about the user as neurogames gain insight into a users’ psyche and how they respond to stimuli at a subconscious level. For instance, a game could uncover how its user particularly enjoys shooting at civilians in gameplay. Games might even become expert at diagnosing psychiatric disorders.</p>
<p>As computers become exponentially more powerful, game resolution could fully mimic our ever-present reality. At that point, it may be quite impossible to distinguish real life from our virtual worlds. The days of artificial second life as real as our own isn’t quite here, but what energizes the prospects of neurogaming today, are that many of the underlying technologies that make it possible already exist. As these technologies begin to converge in the next few years, we will begin to understand the scope of how these technologies will be used.</p>
<p>The neurogames on hand now are just beginning to scratch the surface of what’s possible, but it’s clear that we are forever eliminating the barrier between our games and our brains.</p>
[<em>images: <a href="http://www.shutterstock.com/pic.mhtml?id=127149131&amp;src=id">futuristic glasses</a>, courtesy Shutterstock</em>]
<p>Written by: <a href="http://singularityhub.com/2013/05/12/the-future-of-gaming-it-may-all-be-in-your-head/">Singularity Hub</a> (via <a href="http://ispr.info/2013/05/13/the-future-of-gaming-it-may-all-be-in-your-head">Presence</a>); for more information, see <a href="http://neurogadget.com/2013/05/08/bringing-back-the-brainwaves-neurogaming-2013-conference-in-retrospect/7881">Neurogadget.com</a><br />
Posted by: <a href="https://www.situatedresearch.com">Situated Research</a></p>
<p>The post <a href="https://www.situatedresearch.com/2013/05/the-future-of-gaming-it-may-all-be-in-your-head/">The Future of Gaming – It May All Be in Your Head</a> appeared first on <a href="https://www.situatedresearch.com">Situated Research</a>.</p>
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