Full-Arm Input for Smart Environments, Mixed Realities, and Video Game Systems by Dr. Adrian Reetz explores that while most current systems rely on emblem-type gestures, Dr. Reetz's implementation is built upon deictic illustrators instead. In addition, he discusses some of the theoretical background that supports his findings, such as the differences between human memory systems and how they influence people's learning capabilities.
Tales from the Front Lines: The Co-Evolution of Digital Play and Networked Storytelling by Pierson Browne borrows from Deci and Ryan's (2000) Self-Determination Theory, as well as Carter, Gibbs and Harrop's (2012) typology of 'metagaming,' to will explore how players act as interfaces between 'game' and 'metagame,' and what this can tell us about the communicative practices around which game communities cohere.
Adventures in Animalia - Exploring the Roles of Animals in Video Games by Nicholas Hobin looks at the representation of animals in action-adventure video games, first broadly, and then in the specific case of Red Dead Redemption.
Roleplaying as Terrible People in the Crows of Autumn by Jonathan Semple provides an explanation of the mechanics, design, and setting, within Crows of Autumn, and Jonathan also highlights some of the interesting situations, narratives, and decisions the game presents.
Serious Games for Medical Education and Training by Bill Kapralos is an insightful talk where he discusses the application of serious games for medical and surgical education and training and also provides an overview of several existing serious games for a number of medical-based education training.
Deciphering Reality in a Virtual World by Melanie Buset is a talk where she considers how virtual reality will progress in terms of socializing within a virtual space.
Citizen Science Games and Player Agency by Dr. Ashley Rose Kelly explores how non-experts are helping to solve some of science’s most complex problems.
Serious Games in Medical Training - taking advantage of stereoscopic 3D, haptics and sound by Dr. Alvaro Uribe presents two examination scenarios where stereoscopic 3D, haptics and sound combined with VR and game elements play an important role in diagnosing the human eye and the human heart.
Improving vision in patients with amblyopia ('lazy eye') using modified videogames by Dr. Ben Thompson provides insight into the development of a modified video game approach to the treatment of amblyopia that is currently the subject of two randomized clinical trials and has the potential to change the treatment of amblyopia internationally.
Google Glass and Augmented Reality: A Study by Umair Rehman explains his research, including the design, implementation and evaluation of a novel markerless environment tracking technology for an augmented reality based indoor navigation application, adapted to efficiently operate on a proprietary head-mounted display.
The Limits of Play by Dr. Jen Whitson considers the effectiveness of gamification to the quantification of everyday life. Her Brown Bag also explains how the quantification in gamification is different from the quantification in both analog spaces and digital non-game spaces.
Escape Rooms: Genre, Immersion, and Play by PhD student Emma Vossen, University of Waterloo student and GI member.
From Points to Play by Scott Nicholson (Syracuse University) on meaningful gamification.
The Video Game Renaissance by Denis Dyack (Precursor Games, founder of Silicon Knights) on how video game industry arrived in its current state of flux.
Possible Engineering by Elaine Biddiss (Holland Bloorview Kids Rehabilitation Hospital & University of Toronto) on enabling technologies in pediatric rehabilitation.
Audio Experiment Android experiment synchronizing streamed audio across phones, sent from a laptop.
Pattern Recognition Games Project (PRAGmatic) by Steve Wilcox (University of Waterloo) on combating scholarship congestion through interactive, proportionate and simultaneous organization of data.
Game Tasting: (Dec 2013) Featured local and Canadian designed board and video games.
Playful Thinking: A Conversation on Games, Learning, & Literacy features a panel of experts discussing the social, political, cultural, and pedagogical role of games and play in the 21st century. Other topics include studying, creating, and critiquing games and the importance of play in developing critical thinking and digital literacy skills.