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Educators are facing the challenge to use the learning potential of games from several complementary objectives. Above all, they need to develop their own competencies and critical thinking on games. The overarching framework for a fruitful answer to this challenge could be structured around a particular type of literacy, the so-called gaming literacy. This new type of literacy seeks to provide a...
Pioneered in Scandinavia in the 1970s, participatory design (PD) has been recognized as an empowering, sensitive and inclusive approach. Thus it has been applied in a wide variety of fields, from architecture to teaching to game design. One of the goals of PD is to challenge the power imbalance, with the aim of reducing the power differential between researchers and participants. This paper borrows...
How can we connect two brains to a video game by means of a brain–computer interface (BCI), and what will happen when we do so? How will the two users behave, and how will they perceive this novel common experience? In this paper, we are concerned with the design and evaluation of multiuser BCI applications. We created a multiuser videogame called BrainArena in which two users can play a simple football...
21st century education is challenged to provide individuation, self-direction, and applicability to practical life situations. Responses include learning by doing, learning by making, and learning by teaching, and also rethinking education as a process of being and becoming. Game based learning is presented as a complement or alternative to traditional formal education, highlighting engagement, which...
The game industry and related research communities have shown a surge of interest in reality-based interfaces that create “embodied” game play experiences. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player's perception of the physical world. HAR creates a hybrid space in which players can leverage their existing physical and social skills to interact with the...
The software engineering community has had seminal papers on data analysis for software productivity, quality, reliability, performance etc. Analyses have involved software systems ranging from desktop software to telecommunication switching systems. Little work has been done on the emerging digital game industry. In this paper we explore how data can drive game design and production decisions in...
An initial seminar course teaching STEM Educational Game Development for the One Laptop Per Child (OLPC) XO series of laptops and Free and Open Source Software (FOSS) methodologies has spawned a broad educational effort at Rochester Institute of Technology (RIT). Students who completed the course began mentoring new students on their own time and recruiting them to continue developing the veterans'...
The capture and description of the numerous 'places' found in urban environments could enable the deployment of seamless mobile and location-aware social navigation tools. Unfortunately, we are limited in our approaches to systematically capture place data at the requisite level of granularity or how to obtain labeling consensus. We explored this issue through 'research through design', developing...
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