Building XR Devices to Sense Mind and Body
Building XR Devices to Sense Mind and Body
Building XR Devices to Sense Mind and Body
The UW Women’s Centre, in collaboration with Games Institute, is hosting an educational panel surrounding misogyny in games and gaming culture as part of the Women’s Centre’s annual “Love Your Body” week. The purpose of the event is to draw on women and queer students who study gender in relation to tech, online community building, and gaming to talk about these spaces, their experiences in them, and the overall impact this has on women and queer folks.
A core reason why the Games Institute is a thriving research ecosystem is our success with interdisciplinary collaboration. We talk a lot about the value of bringing multiple disciplinary perspectives together, but what does it actually mean to form a collaboration?
How do I make the next big game? Should I work as a Product Manager or a Producer? What's the best way to run live operations and monetize my game? It's easy to feel overwhelmed by all these questions, whether you're trying to break into the gaming industry or optimizing games to land on the top charts. In this session, we will dive deeper into the skills that a Product Manager needs to break into and succeed in the gaming industry.
Dr. William Odom is an Assistant Professor in the School of Interactive Arts and Technology at Simon Fraser University, where he is the co-director of the Everyday Design Studio. His research specializes in the areas of research through design, interaction design, and tangible computing.
Race and game studies scholars discuss how board games can inspire conversations that confront racism and educate players about what needs to be done to address systems of white supremacy.
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This research talk draws on new materialist and intersectional, trans, and queer feminist modes of social inquiry to situate all bodies, human and nonhuman, and affects in relations of matter and mattering. Through a discussion of three of our projects–-Reconstruction (2016), Feminists Do Media (2019–present), and Let Us Speak (2020)––we will explore how our existing research creation methodologies developed thro
We're hosting a Captain's Gambit launch party, followed by a research/industry talk by the game's UX designer, AC Atienza. Play the game and then learn firsthand about the game development process: AC will discuss the process behind the research, international collaborative efforts, and iterative playtesting at the Games Institute.
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Cheating & Modding in Video Games: A Place of Social Liminality
Please join us in the Collaboration Space for a talk on Cheating and Modding by English PhD student Jennifer Rickert! Read below for more details... see you there!
Abstract