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Posts tagged serious games
‘Serious Games’ Could Help Women Navigate Cancer Treatment

This is the kind of scenario that users will encounter in Strong Together, a so-called serious game that researchers at the University of Pittsburgh are developing as an app to help women with advanced breast or gynecologic cancer gain self-advocacy skills to stand up for themselves and become more engaged in their cancer care.

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Chaos Theory wants to transform the world of ‘serious games’

For Sydney-based game developer Chaos Theory Games, this transformation is what truly defines the 'serious games' industry. 'I definitely prefer the term "Transformational games" because I think it's more descriptive of the sorts of experiences that we build,' Nico King, Executive Creative Director at Chaos Theory told GamesHub of the team's approach to serious games.

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Using artificial intelligence to build cultural intelligence

Many of today's top companies are now turning to games and artificial intelligence, which can elevate the human experience and maximize cultural intelligence in the workplace. You're probably thinking, how do we get employees comfortable with becoming more culturally intelligent and able to self recognise the areas where they need development? In one word: games.

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Gamification: Thoughts on definition and design

If this is the case then the focus should be on the design of the game elements, drawing from game design theory and understanding the motivation to play games in order to create the most engaging player experience that will keep people playing. The most complete and solid definition proposed has been by Deterding, Dixon, Khaled and Nacke who define gamification as "The use of game design elements in non-game contexts".

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Serious Play: Tablet-based Video Games May Help People With Mild Cognitive Impairment

A University of Massachusetts Amherst biomedical informatician will use a $436,836 grant from the National Institutes of Health to explore the use of "Serious games" played independently on computer tablets to improve brain function in older people with mild cognitive impairment. Neuro-World, a collection of six games developed by Lee's industrial partner in South Korea, Woorisoft, is designed to stimulate working, or short-term, memory and selective attention.

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Games-Based Learning Virtual Conference Call for Session Proposals

The Games-Based Learning Virtual Conference is a three day event hosted by the Games-Based Learning Alliance (GBLA) and University XP. We expect our audience to be mainly from North America. However, we also have other members from Europe, Africa, South America, and Asia as well. The goal of our conference is to connect academics, educators, designers, researchers, creators and professionals in a space to discuss and share best practices using games, gamification, and games-based learning for teaching, learning, training, education, and development.

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The academics behind ‘Attentat 1942’ are using games to explore Czech history

It's an area the Czech studio Charles Games actively pursues - both in their debut "Attentat 1942," an exploration of one family's history following Heydrich's assassination through the lens of the arrest mentioned above, and in their upcoming follow-up, "Svoboda 1945," a game about a small town in the Czech-German borderlands that saw a tremendous rise in violence during the expulsion of ethnic-Germans from Czechoslovakia.

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Revenues for Serious Games will Surge to $28.8 Billion

The growth rate for Game-based Learning across the planet is quite high at 27.1% and revenues will more than quadruple to $28.8 billion by 2025, according to a new market report by Metaari called "The Worldwide 2020-2025 Game-based Learning Market." The revenues are heavily concentrated in North America and the Asia Pacific throughout the forecast period.

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