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Board and Card Game Resource for Libraries

Scott Nicholson from Wilfrid Laurier University is collaborating with the mEducation Alliance to create a resource for libraries in low-resource settings, focusing on board and card games. The initiative aims to compile games that are easy to explain, engaging, and robust enough for long-term use. Key criteria for selection include robustness, explainability, table presence, engagement, and overhead. Community members are invited to suggest suitable games via a Google Document. This project seeks to empower youth to teach games in libraries, fostering community connections and learning. For more information, contact Scott Nicholson at scott@scottnicholson.com 

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“Gamified” exercises revolutionising health and well-being for older people

Key points: Fitness and exercise gamification takes the principles of gaming and applies them to movement routines, transforming them into engaging challenges that help prevent falls and cognitive decline One in three people over the age of 65 living in the community will experience a fall every year Falls are a significant public health issue, contributing to mobility-related disability and loss of independence, and are the second leading cause of unintentional injury deaths worldwide Gone are the days of video games just being for young people.

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The Reacting Consortium Annual Institute, June 6-9, 2024 in NYC

Immerse yourself in interactive pedagogy at the Reacting Consortium Annual Institute, June 6-9, 2024, held at Barnard College in NYC. Explore new games and methodologies designed to invigorate modern classrooms. Choose between workshops featuring full-length and short games, or opt for a newcomer session to gain confidence in implementing Reacting. Engage in dynamic debates, role-play historical scenarios, and strategize for victory. Dive deeper into topics like AI integration, primary source scaffolding, accessibility, and discussions on race. With comprehensive guides for transportation and COVID-19 safety, this event offers unparalleled opportunities for professional growth. Reserve your spot now to join educators worldwide in this unforgettable educational experience.

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Warhammer and wellbeing: Can tabletop games support our mental health?

Tom's Warhammer story begins aged six or seven, retreating to the attic with his dad to play historical tabletop war games. "Getting back into Warhammer 40k gave me the outlet I needed to process, opened up new friendships, and has provided so many opportunities since then. It's probably not an exaggeration to say Warhammer might have saved my life."

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How God of War Made Accessibility a Core Part of Its Game Design

The recent release of The Last of Us Part 1 Remake included every accessibility feature from Part II, as well as a brand-new option for AAA titles-audio descriptive cutscenes. This November, God of War Ragnarök, from Santa Monica Studio, will be the newest addition in a beloved franchise that demonstrates its own commitment to accessibility.

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The Players are the Product: A Study of Player Communities, Community Managers, and Zombies

Importantly for this work, some form communities with other players and a subset of those communities then provide value to the firm and other players. Most of the research that justifies these statements comes from video game research given that study of the Live Action Roll Playing or Live Action game space that Humans vs Zombies occupies is even younger than the study of video games.

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