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2 Ways to Bring Games Into Your Classroom

Some experts regard the time kids spend socializing with their friends while gaming online as a lifeline during the pandemic, while others maintain that video games can actually enhance kids' remote learning. Non-digital games are enjoying a resurgence: Even before the pandemic, tabletop board games were experiencing a meteoric rise in popularity, and during the pandemic, classic games like Monopoly and The Game of Life have become a staple in many homes.

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Game Learning: Authentic Experience

The adventures we've already had in our imaginations rival most fantasy books I've read. D&D has helped me escape from the real world, expand my creativity, improve my strategy and problem-solving skills, and stay connected with friends. My character in D&D, on the other hand, is the most muscular female dwarf in all of Inathra.

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The cutting edge of military gaming

Military leaders, deep thinkers, and gaming enthusiasts alike can look forward to a new invention that may be coming to tabletop exercises in the near future. Troy Pierce, a C-130 Hercules navigator and student at the Marine Corps War College, introduced a game of his own invention, called "Kingfish ACE" to members from the 821st Contingency Response Group at Travis Air Force Base, California, March 25-26.

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Wooden Flows and Cardboard Algorithms: Abstracting the Human in Pax Transhumanity

The latest board game in the Pax series, Transhumanity sees players enacting the role of a "Startup entrepreneur in the not-too-distant future"2 endeavoring to ensure that their particular vision for humanity's future is the dominant one. Although such logics are typically associated with videogames, notably in the work of Alexander Galloway,3 board games offer a uniquely productive view of how algorithmic culture has so interpenetrated our daily lives.

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How Video Games Can Teach Reading Just as Well as Books

His tech of choice: video games-specifically narrative-based digital games that engage students by engrossing them in a story. His guiding belief is that "Modern video games have the potential to be taught as humanely and deeply as any traditional text." According to Fallon, "Students are living, shaping and immersed within a modular, meme-soaked, multimedia world, and video games are a dominant art form within that world."

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The versatility of gamification

Casey Campbell, Managing Director, North America at Gameloft for brands, looks at the many different ways in which brands can deploy gamification mechanics to good effect. Humans are hard-wired to enjoy playing games, and brands that can build an element of gamification into their customer engagement will reap the rewards.

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Video Games Aren’t Just for Teenagers

According to an AARP survey, 44% of adults over 50 years old played video games in 2019 at least once a month-the average is five hours a week-compared with only 38% in 2016. The AARP survey includes players of all sorts of computer or video games, and the majority say they play puzzle and logic games, such as Sudoku or Words With Friends.

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Gamifying theme parks

People like to play games of all kinds, and people like rides. Many theme parks decided to add pay-to-play interactive water geyser effects to their water rides. These allow guests on dry land to drop money into a slot and time it just right so that a geyser of water would trigger and soak the riders in a passing boat on a water ride.

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When the games are the curriculum

In most schools the sound of games stretch from the ubiquitous music of Kahoot to the triumphant call of 'BINGO!' from the Biology lab when someone finally gets all the keywords. Games only have entertainment value and no long-term use in education. Games have been shown to improve Higher Order Thinking Skills, such as the analysis and evaluation in games like Risk or Diplomacy or creativity in Dixit and Azul.

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Play with purpose: how this social entrepreneur is using gamification to help people change behaviour

"The idea of Dropledge - a mobile gamification platform to address social issues was sighted as a perfect opportunity, given the rising mobile gaming trend globally," she says. Sonia also realised that when it came to gaming as an opportunity, over 2.3 billion people played video games worldwide and spent nearly $140 billion on games annually.

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