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Did you miss the Virtual Reality (VR) and Immersive Reality (IR) Networking Event? Watch the full recording of the speakers now:

On January 23, the Centre for Bioengineering and Biotechnology (CBB) and the Games Institute (GI) co-hosted the VR Networking Event. The purpose of the event was to bring faculty and postdocs from UW together to talk about research possibilities and potential collaborations in Immersive Reality (IR) technologies.

Fall 2018, Graduate Studies and Postdoctoral Affairs launched the first ever GRADflix competition. Graduate students were invited to create a 60-second video, moving slide show, or animation about their research. Entries were judged based on communication, creativity and visual impact, and technical quality.

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.

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:

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.