UXP_FB_Logo copy.jpg

News

U.S. State Department announces new video game diplomacy program

Now, in a program announced Wednesday by the U.S. Department of State, this pantheon will include video games. In the latest round of Stevens Initiative grants, the U.S. Department of State and the nonprofit Games for Change announced a new project that seeks to engage 2,700 students in the U.S., Israel, United Arab Emirates and Bahrain in a virtual student exchange program centered on the development and creation of social impact video games.

Read More
Serious Play: Tablet-based Video Games May Help People With Mild Cognitive Impairment

A University of Massachusetts Amherst biomedical informatician will use a $436,836 grant from the National Institutes of Health to explore the use of "Serious games" played independently on computer tablets to improve brain function in older people with mild cognitive impairment. Neuro-World, a collection of six games developed by Lee's industrial partner in South Korea, Woorisoft, is designed to stimulate working, or short-term, memory and selective attention.

Read More
Playing games with the next generation—What will people want to play in 2040?

Below are five insights, or we might say, "Foresights" to help you think creatively about what the next generation will need and want from a gaming experience. I will explain five examples of emerging cultural shifts that should make us all question what games and entertainment will look like in 2040: Life extension and human enhancement, digital nomadism, surveillance capitalism, biophilia, and brain hacking.

Read More
Lacson: Is game-based learning effective?

LAST week, I was lucky to be given the chance to participate in the orientation and kick-off program of the Minecraft Education Edition to be implemented in Zambales, one of the four schools division offices in the country to pilot the said app for students. Aside from it being a significant development in terms of the current teaching and learning situation, I was also excited to be part of the launch because of my son who really loves Minecraft.

Read More
The Power of Gamification

Gamification describes the application of game-style mechanics to traditionally non-game contexts. A 2019 article published in the Journal of the American Medical Association sought to assess the effectiveness of support, collaboration and competition within a behaviourally designed gamification intervention to increase physical activity among overweight and obese adults, using a sample of 602 participants who were entered into a 24-week game.

Read More
Can kids with autism and ADHD learn more effectively by playing tabletop games?

Jack Ford Morgan and Callan Davis who are the co-owners of Half Monster Games. Mr Ford Morgan said just as the variety and complexity of games had changed, so too had attitudes. "A lot of the stigma that existed ... about nerds and geeks and that kind of culture is really evaporating with all the focus that is put on diversity and inclusion," he said.

Read More
Gamification in action

As consumer trends evolve at an incredibly fast pace, how do operators keep up with their needs? iGB speaks with Sergey Kobitskiy to discuss the key features of a customer-oriented gaming experience. Founded in 2018, Smartico has built industry-leading platforms which help gaming operators globally to enhance UX, increase revenue and improve retention.

Read More