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Sunday, April 6, 2014

EGGNOGG visits PLAY

Makers of EGGNOGG visit the PLAY event at UW

Rachel and Paul Pridham, two of the three people responsible for the game EGGNOGG; developed by Kitchener indie studio Madgarden (http://madgarden.net/about/) will be making an appearance at the PLAY event this weekend around 6pm. Recently, EGGNOGG was nominated in a number of categories at the 2014 Canadian Video Game Awards, including "Best Indie Game" and "Best Casual Game".

Brian Cullen is launching You Are Not A Banana, on Steam Greenlight. Although retro, YNB attempts to break with convention by emphasizing the importance of sound in the design of the game's missions/puzzles and by focusing on alternative themes, such as critiquing the art world and retelling personal narratives. 

Brian Cullen was a postdoctoral fellow with the Games Institute and IMMERSe in 2012-2013. You can find more about Brian here.

Wednesday, February 19, 2014

Chantel Pilon sets a new Waterloo record

Chantel Pilon, UW athelete of the week, set five personal bests in the pentathlon and came away with a new Waterloo record after competing at the SPIRE Division 1 NCAA Invite in Geneva, Ohio. Her total score places Pilon as the second best in the OUA and fifth in the CIS. She also participated in the women’s 4x400m, where the team has the relay time ranked third in the OUA and seventh in the CIS. More details can be found here

Outstanding Work Term Report

Anonymous* received the Dean of Arts Outstanding Work Term Report award (Junior Student Category) for their work term report following a Spring 2013 co-op term at GI. Anonymous worked as Communications and Research Assistant and worked on a number of projects serving the needs of GI and the IMMERSe network.

National Survey and Video Case Studies: Teacher Attitudes about Digital Games in the Classroom

Combining the breadth of a national survey with the depth that case studies can provide, the Joan Ganz Cooney Center and BrainPop have used these two research tools to gauge teacher’s attitudes and beliefs about the effect classroom video game use has on student learning, developmental growth and social behavior.

Essential facts about the Computer and Video Game Industry.

family play
“ No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn d

Gamification User Types 2.0

  • Socialisers are motivated by Relatedness. They want to interact with others and create social connections.
  • Free Spirits are motivated by Autonomy. They want to create and explore.
  • Achievers are motivated by Mastery. They are looking to learn new things and improve themselves. They want challenges to overcome.
  • Philanthropists are motivated by Purpose.