Is Gaming Good for You?
Brain scientists think that video games can be good for you. Others warn about anti-social behaviour and even addiction. What do YOU think?
Check out the interview here!
Brain scientists think that video games can be good for you. Others warn about anti-social behaviour and even addiction. What do YOU think?
Check out the interview here!
Psychology Today has published an article that addresses several themes relevant to the Games Institute and the IMMERSe Network's research and operations. The article, titled Video Game Addiction: Does It Occur? If So, Why?, can be accessed on the Psychology Today website.
Professor Jennifer Harris, of the Department of English Language and Literature at the University of Waterloo, has interviewed the Game's Institute's Steve Wilcox. The Interview, "Graduate Studies and Game Studies: First Person Scholar", is about the online game-studies periodical run by the Games Institute, and can be viewed on the Words in Place (English@Waterloo) blogspot.
THATCamp IMMERSe was a three-day weekend of workshops, unconference sessions, game play and game design hosted by the Games Institute in partnership with the IMMERSe Research Network for Video Game Immersion, and inspired by THATCamp Games.
On December 2nd, Drs. Brianna Wiens (English Language and Literature) and Daniel Harley (Stratford School of Interaction Design and Business) presented their work and research in areas of feminist and responsible design.
On December 9th, Social Sciences and Humanities Research Council (SSHRC) President Ted Hewitt and SSHRC Vice-President of Corporate Affairs Valérie La Traverse visited the Games Institute for a tour and meeting with researchers, directors, and staff.
Canadian Cap and Trade Simulation (CCTS) is a serious game/simulation designed to teach undergraduate Chemical Engineering and Environmental Studies students about carbon tax and trade systems in Canada created by PhD candidate Alex Fleck and Dr. Jason Grove.
The start of the Spring term marked a full year into the Covid-19 pandemic from when the GI closed its doors. However, unlike last year where we were leading the charge in moving, adapting, and creating in(to) virtual environments, this year a new problem arose—the question of hybridization, accessibility, and the continued challenge of community building in virtual and real worlds. Check out some of the accomplishments our members achieved below!
At a Glance….
From June 23rd to 27th, 2021, the Games Institute (GI) held its third virtual GI Game Jam event. Run independently from the Global Game Jam, the Spring’s 2021 GI Jam brought in a total of 8 teams who presented on the final day. The Jam organizers collaborated with start-up Quickscope, a platform focused on bringing game developers, employers, and researchers together, and took the opportunity to explore new ways of discussion, voting, and celebrating final submissions.
On July 14th, GI member Dr. John Muñoz (JohnHCI) approached the GI to bring in a panel full of industry experts from the digital therapeutics sector to discuss academic and industry perspectives on the benefits of therapeutic gaming. Dr. Muñoz acted as moderator for the event and guided the expert panel through topics on the use of games for therapeutic purposes, including cognitive training, physical activity promotion, emotional regulation, brain assessment and optimization, and pain management.