VERUS: Virtual Environments Real User Study

This will be the first study to access substantial groups of real-world users around the world and follow their play in virtual-world contexts using complementary quantitative and qualitative methods. The research will allow the team to meaningfully trace associations between the ‘real’ and the ‘virtual’, in order to predict real-world identities from online avatar characteristics, relations, …

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Digital Games for Training and Learning

Digital games for training and learning (DiGTL) are one of the most promising media for the development of innovative educational content (de Castell & Jenson, 2003, 2007; Gee, 2005; Reiber, 1996; Ruben, 1997). Game-based learning integrates game design concepts with instructional design techniques in order to better address the learning needs of this generation of …

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Compareware

Compareware is an iPad game targeted at ages 5-8, both readers and non-readers (there is voiceover support for those who can’t read), and is meant to scaffold and support players as they analyze two object for similarities and differences. Compareware asks its players to choose from a list of choices the similarities and differences between …

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Fem­i­nists in Games (FIG)

Feminists in Games is funded by a Cana­dian SSHRC Partnership Grant and is an endeavour created with the purpose of assume­bling an inter­national research association of digital media researchers from a full range of salient disciplines to begin build­ing ‘connective tis­sue’ between and among them, so as to (a) better under­stand the origins and con­sequences …

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Epidemic (2009)

Epidemic is an online resource that challenges players to protect themselves in the face of virulent diseases. Learning goes viral… Epidemic invites players to make their own contagious disease profiles – including customizable viruses – and collaborate with other players in learning about contagious diseases. Players can create, publish and edit posters, comic strips, and …

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Smarter Than She Looks (STSL)

As more and more digital technologies are brought into classrooms and homes and recruited as educational resources with curricular relevance, the widely-recognized gender gap in access to and mastery of these digital tools threatens to become an increasingly significant barrier to educational equity both in and outside the classroom. This 3 year (2009-2012) SSHRC-funded program of …

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Tafelmusik: The Quest for Arundo Donax (2009)

This Flash-based online adventure game is set in Europe in 1704. At a time of political intrigue, squabbling monarchs, and exquisite music. Players must help young Frances and Edward, who have been commanded by England’s Queen Anne to obtain a supply of precious Arundo Donax, a plant used to make reeds for instruments, that grows …

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Prove It To Me

This study seeks to contribute to knowledge about the ways in which, and the processes by which, digital games do (and can further) support educationally worthwhile forms of learning, identifying and explaining the epistemic affordances of a range of ludic forms—for of course these are not all the same. There are three parts of the …

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Contagion

Contagion is a Flash-based adventure game set in a futuristic city on the brink of medical disaster. Assuming control over a number of playable characters – from a public health enforcer to an Avian Flu-infected wild turkey – players must navigate Pyramidea’s environments, hierarchies and history in order to uncover the sources of contagion and save …

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Education Gender and Gaming (EGG)

This 2005-2008 SSHRC-funded program of research on Education, Gaming and Gender draws on and weaves together market-based play style research into what “girls like best” with recent feminist theorizations of both gender and play. EGG is further informed by interviews with girls about their play styles and preferences, and observations of their game development, collaboration and …

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