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Video game loot boxes linked to problem gambling, study shows

Loot boxes, video game features used by nearly 40% of children, have clear links to problem gambling, according to a study that has reignited calls for them to be regulated as betting products. All but one of the studies showed a clear correlation between the use of loot boxes and problem gambling behaviour, under the commonly-used Problem Gambling Severity Index measure.

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New MIT Sloan study applies gamification techniques to improve online teaching techniques and

Online learning offers the opportunity to engage a much broader set of students with different learning styles, and to potentially supercharge outcomes. Principal Investigator at the MIT Computer Science and Artificial Intelligence Laboratory, finds that educators who borrow ideas and tools from the gaming community can improve their online teaching techniques, and improve learning outcomes for students.

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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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Exchange Students Discover Diplomacy Through Virtual Simulations

American and international students are connecting through exchange programs and diplomacy simulations that challenge them to work together and design solutions to global crises. These student diplomats participate in online simulations run by the National Museum of American Diplomacy, whose dedicated education program encourages teachers and students around the world to immerse themselves in the world of diplomacy.

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Will gamification improve pro-social behaviours, motivation, academic and vocational orientation?

Gamification can occur in popular education or in more institutionalised contexts, such as middle and high schools. Gamification of academic and professional formation could lead to a more cohesive, understandable and engaging "Skill-tree based" system. Gamification could be a tool to empower individuals and communities or another means to enforce social engineering to the profit of powerful and untrustworthy entities.

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