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AR & VR: Building Brand Awareness & Creating Targeted Experiences

As a society with limited attention spans, these immersive experiences may be the answer to cultivating brand awareness and fostering consumer loyalty. Brands are using augmented reality and virtual reality to create more targeted and personalized experiences for their customers, while simultaneously increasing brand awareness and collecting real-time data on consumer preferences.

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The Engagement Channel Model

Rewards and Challenges Over lockdown, I have started to play video games more than I have in a few years. It's a simple enough shooter, but it has made me think a bit about how I understand the balance of challenge and skill in a game. By our usual description of how challenge and skill need to balance, you would expect the challenge to increase constantly as you play the game.

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How to Keep Kids Engaged in School—With Games

I teach a. journalism class at NYU to high school students via Zoom. When I first set up my course, I planned on offering short lectures and discussions on various editorial elements, similar to the way I teach my in-person and remote classes for adults at NYU's School of Professional Studies. Catherine Pearlman, a Southern California-based therapist, says the mental-physical connection of gaming helps students learn.

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Guide to Gamification - How Can It Help Your Business Be More Productive, Faster?

Reputable development and learning experts praise the gamification strategy, and the impacts of this practical approach in business may surprise you. From providing continuous training to personnel, to being an effective way to evaluate business performance, gamification continues to be a surprisingly good method of increasing staff retention, engagement, and productivity.

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Game gives students a first look at city planning

Virtual engineering and city planning would seem to be classes for college students, but middle and high school students are studying those subjects in Pine Bluff. Recently, students have been learning about virtual engineering concepts and city planning, with the help of Sederick Charles Rice, an associate professor of biology at the University of Arkansas at Pine Bluff and a Center for the Advancement of STEM Leadership fellow.

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Violent Videogames Aren’t Ruining Your Kids—but It’s Good to Discuss Them

What's the first question parents ask when their kid comes begging to play a violent shooter-type game? Is there blood? Kids are often good at making strong arguments for why they should be allowed to play non-gory but murderous games like "Fortnite" and "Among Us." Even in "Minecraft," there are skeletons, zombies and pillagers to kill.

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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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Making A Game Of Customer Acquisition

Banks are borrowing tactics from online games to make financial education more stimulating. BayPort Credit Union, in Newport News, Va., is one financial institution turning to Zogo in 2020 to keep up momentum with its financial education programming, after the pandemic stalled its planned workshops in coffee shops and breweries. Zogo Finance, in Durham, N.C., also partners with banks to promote financial education among their customers - and hopefully catch the attention of prospective customers.

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Game-based Learning: Catan in the Classroom

I'm also a career educator, so I actually use games as learning tools in my classroom. My go-to game to get students working together and introduce critical thinking is Catan. Class debrief after the game lets them compare and explore how the mechanics of the game represent real-world systems. Enter Bruno Faidutti, a French academic and game designer, and his excellent blog post, "Postcolonial Catan".

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University Boils Cybersecurity Concepts Down to Learning Game

In light of this, the University of Texas at San Antonio Center for Infrastructure Assurance and Security recently launched Cyber Threat Protector, a tabletop card game designed to introduce cybersecurity safety principles to children as young as 8 years old. The game, launched in August 2020, is part of the university's K-12 Cybersecurity Program, which began in 2016 with Cyber Threat Defender, a collectible card game developed primarily for students in middle and high schools.

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