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Trombone Champ Makes a Hit Video Game of an Unlikely Instrument

Thanks to the popular new video game Trombone Champ - a sort of Guitar Hero for brass players - Buckle was having a go at its exhilarating opening as if he were one of the first violins. Buckle, 29, who gamely agreed to test out Trombone Champ last weekend, gripped a mouse, which he would move up and down to change the pitch of his virtual trombone, and placed his left hand on the laptop's space bar, which he would hit to play notes.

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FarmVille for agrivoltaics? Illinois team aims to teach solar concept with game

An educational game designed to teach kids the emerging concept of agrivoltaics will get a test run this fall at two kid-friendly Midwest museums. A team led by University of Illinois Urbana-Champaign researchers is developing an educational game it hopes can inspire future farmers to think differently about solar power.

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Analysis of the Player Experience Across Digital and Physical Worlds

The aim of this research is, following the example of Litherland,23 to analyze the quality of the player experience while accounting for a range of factors: the emotions of the players; the agents involved; the institutions like the rules of the game or the framing of game context which indicates the process in which the participants negotiate a shared understanding and conventions in interpreting said rules;25 and lastly the contexts which may refer to the physical medium in which the game in played.

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Tabletop RPGs as Environmental Text

While scholarly analysis of TTRPGs often focuses on player's experiences of role playing as human-like agents, scholars of TTRPGs recognize that role-playing games simulate "Worlds" or "Places"7 - or, alternately, though TTRPG scholars rarely use this language, "Nature" or "Environments." Tabletop RPGs may not be "Virtual" worlds in the sense of a highly-realistic, highly visual, high-polygon representation of the natural world.

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Implementing Gamification Successfully To Close Performance Gaps

Keep your games simple, easy to understand, and fun to play to build engagement and enhance performance. Goals are an inherent part of the sales process; why should games be different? Whether it's to win money, own all the properties, or capture the king, well-crafted games have goals-and several challenges to overcome to reach them.

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Budding game designer wants to help those with brain diseases

Since eighth grade, Zoe Hubbard has known she wanted to design video games, but not for late-night bouts of "Fortnite" or "League of Legends." Hubbard, a May 2022 graduate of Renaissance High School in Franklin, wants her games to help people with Alzheimer's disease, dementia, ADHD and other brain-based conditions.

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Virtual Reality in Schools: Game Changer or Big Headache?

First, the very kind and patient volunteer helping out with the experience had trouble helping me figure out if my regular eyeglasses could go under the goggles. I finally got the hang of it-kindasorta-using hand controls to toss a virtual paper airplane and put a virtual disk in a virtual slot.

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A new game teaches financial literacy and decision-making

The online game, launched in February, lets students practice making financial decisions and examine the behaviors that influence how money is spent. In contrast to other financial literacy games, the lab focuses on behavioral principles related to spending and saving, and provides context for applying new knowledge to build healthy financial behaviors.

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Cardboard Poachers: Fan Cultures and Paratext in Board Games

As Paul Booth notes, "Using board games to analyze media illustrates the performative aspects of media interpretation and reveals the multiple ways all viewers play with their media."7 Such notions of play can be analyzed and ultimately positioned within fan cultures and the industry as a whole, demonstrating how certain ways of interacting with media can have larger impacts on social, cultural, and economic contexts.

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