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Professor Believes a New Video Game Rating System Could Help Parents and Kids

As the father of four children, two of whom are gamers, University of Virginia psychology professor Daniel Willingham recently found himself wondering about the educational value of video games. Willingham was struck by the fact there is a rating system to help parents keep their kids away from content that isn't age-appropriate, but nothing to lead them toward games that could actually teach something.

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QAnon resembles the games I design. But for believers, there is no winning.

I work in a very small niche: I create and research games intended to be played in reality - stories and games designed to come to life around the players, using the real world as the backdrop. The games I design entice players through clever rabbit holes found in the real world that start them searching for answers - maybe something written on a billboard, seen at a rally or printed on a flier.

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The Power and Pitfalls of Gamification

Today, thanks to science, we know a lot more about when gamification really works, and what its boundaries seem to be. Examples like this one might make gamification seem like a no-brainer: Why wouldn't a corporation want to make work more fun? Despite Gallus' exciting results, more recent research shows that as a top-down strategy for behavior change, gamification can easily backfire.

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The power of play: Gamification and home care

In the home care world, low morale and unmotivated caregivers can lead to a litany of issues ranging from poor care to a lackluster reputation to increased turnover. As home care leaders look to improve their team communication and compliance, they often overlook how technology can provide a way to meaningfully connect with their team and enhance the work experience.

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Here Is How Gamification In Online Courses Enhance Your Learning Experience

The online learning industry is progressing leaps and bounds since the addition of new-age features such as microlearning, AI, AR/VR, personalised learning, mobile-based learning and user-generated content. Gamification is another popular feature used by learning and development teams to make the courses interesting and engaging.

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Gamification of step count leads to more activity in diabetes-focused study

A new study published in JAMA Network examined the effectiveness of gamification in promoting physical activity and weight loss among adults with uncontrolled Type 2 diabetes. The one-year intervention gave participants a wearable, electronic step counter and an electronic scale, both from Withings, and randomly separated them into four arms - one control group and three gamification groups.

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