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News

I Made a Video Game of “The Artist Is Present.” Marina Abramović Couldn’t Sit Through It.

In this reflective piece, game designer Pippin Barr recounts creating a video game adaptation of Marina Abramović’s performance The Artist Is Present, where players wait in real time to sit with a virtual version of the artist. Initially a bold teaching example, the project evolved into an exploration of time, endurance, and presence.

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VR gaming scans reveal unique brain activity in children with ADHD

In a groundbreaking study published in PLOS ONE, researchers used virtual reality (VR) gaming to observe brain activity in children with ADHD during active tasks. Unlike traditional resting-state scans, VR gameplay revealed distinct brain network differences, especially in deep-brain structures and their cortical connections.

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New Survey Reveals Surprising Reasons Parents Are Less Worried About Kids Playing Video Games

A recent survey by Prodigy Education shows that parents’ views on gaming are shifting positively, recognizing its potential as a career path and source of valuable life skills. Many parents now see esports as more fulfilling than traditional jobs and have invested significantly in their children’s gaming interests.

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EMU: the Education, Movement, & Understanding program combines Indigenous games with activity and learning

In Australia, many children, especially in First Nations communities, aren't meeting recommended physical activity levels, affecting their physical and mental health. To address this, Associate Professor Narelle Eather developed the EMU program, a school-based initiative combining Indigenous games, physical activity, and cultural education.

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College Group Host Educational Game Show for Hampshire Schools

South Hampshire College Group, comprising Eastleigh, Fareham, and Southampton Colleges, hosted a lively “Game Show” event during National Careers Week to introduce Year 9 students to further education options. Held at Fareham College’s theatre, the event welcomed over 30 students and staff from four local secondary schools.

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Gamification to manage MS-related fatigue

A study published in Multiple Sclerosis and Related Disorders highlights the promise of More Stamina, a gamified mHealth app designed to help people with MS manage fatigue. Over a 60-day trial with 20 patients, the app increased users' awareness of energy patterns, aided planning, and improved communication with families and healthcare providers.

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