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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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How Video Games Can Teach Reading Just as Well as Books

His tech of choice: video games-specifically narrative-based digital games that engage students by engrossing them in a story. His guiding belief is that "Modern video games have the potential to be taught as humanely and deeply as any traditional text." According to Fallon, "Students are living, shaping and immersed within a modular, meme-soaked, multimedia world, and video games are a dominant art form within that world."

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