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Wednesday, November 28, 2018

Elise Vist at the Fan Studies Network North America (FSNNA) Conference

Elise Vist presented a paper at the Fan Studies Network North America (FSNNA) 2018 Conference at DePaul University in Chicago, October 25-27, 2018. Vist is an English PhD candidate studying fans, immersion, and queerness at the Games Institute, as well as the producer for First Person Podcast.

Monday, November 26, 2018

Lennart Nacke weighing in on violence in videogames on Kitchener Today

Dr. Lennart Nacke joined reporter Brian Bourke from Kitchener Today to weigh in on the societal value of games. Nacke was invited to join Bourke because interest in the negative effects of violent videogames is reemerging in the media following the publication of a meta-study showing the results of 24 studies looking at heightened physical aggression post-gameplay in youths from 9-19.

Thursday, November 22, 2018

Sarah Stang at ReFig 2018

Sarah Stang, Essays Editor for First Person Scholar and PhD student in the Communication and Culture program at York University, delivered a co-presentation with Dr. Aaron Trammel at ReFig 2018.

Their presentation, entitled "The Misogynist Ludic Bestiary: How Women are Made Monstrous in Dungeons & Dragons (D&D)" was a condensed version of a longer article the two co-authored:

Monday, November 19, 2018

Quantum Cats at the Ontario Science Centre

Quantum Cats (2015), a game that allows players to learn and engage with concepts from quantum physics, is currently featured at the Ontario Science Centre exhibit "Quantum: The Exhibition," an exhibit created by the Institute for Quantum Computing (IQC).

Monday, November 19, 2018

Tina Chan presents a paper on gamification and mental health at the Inter-University Workshop (IUW)

Tina Chan, Masters of Science candidate in the School of Public Health and Health Systems, is presenting a paper at IUW entitled "Designing for Engagement in Peer to Peer Support Using Cognitive Behavioural Therapy with Gamification and the Proteus Effect".

Chan's research draws from crowdsourcing studies that combine online peer to peer (P2P) support with cognitive behavioural therapy (CBT), as well as the Proteus Effect.

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