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I’ve committed to 365 Board Game plays in 2020. Here’s the update from May so far…

Like last year, I set a goal to play 365 board games in one year. This isn’t 365 plays of DIFFERENT board games (i.e. if I play checkers 3 times then it counts as 3 plays). I’m doing this to ensure that I play a lot of board games but also a breath of different board games. I also barely made my goal last year. So I know that 365 is a difficult (but attainable) challenge!

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Gamification in Tech

As the skills gap grows ever wider and new technology emerges every day, recruiters are facing an uphill battle against diminishing candidate numbers. In addition to the complex technical skill requirements of most businesses, many recruitment professionals find tech vacancies, particularly at management levels, difficult to fill due to a lack of soft skills.

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Playing Games to Cope: Behind the Scenes @ Happy Brain Science

I'm not the only one who's been playing games to cope! We love games here at Happy Brain Science-and we wanted to celebrate a work accomplishment from March. As world events continued to evolve, little did we know that playing together would also help us cope as a team. Early last month, Scott, Kim, Kristen, April, and I gathered for a virtual happy hour to play Fibbage.

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Could Tesla gamify electric vehicle data to accelerate Full Self Driving?

From Tesla's "Caraoke" singing game to the addition of cult "Run and gun" action game Cuphead in version 10 of Tesla vehicle software, the Californian car maker has already taken several steps towards this, to the point owners on social media are saying their kids prefer playing video games in their car, blurring the line between video console and car console.

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These University of Utah students had their graduation ceremony inside a video game they created

Undergraduates celebrated later in the day with a second video game commencement at 2 p.m. Family and friends could watch a live stream on Twitch, a popular gaming platform. Sitting at home individually with their controllers, the graduates in the game did what they couldn't have in real life because of the virus: hugged their friends, walked across the stage and shook hands with their professors.

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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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Gamification for Online Learning Webinar

Gamification is the use of game elements in non-game contexts. You can use games for learning. But where should you start? Where should you begin? Can you even use games for online learning? The answer is yes: there are a few elements of games that you can use for an online learning environment. In this webinar, we’ll review four different areas that you can use for your current or future classes, courses, and trainings. This session will cover: Simulations, Inverted Grading, Avatars, and Feedback Loops. Applications and use cases will be discussed.

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