The 2011 Essential Facts About the Computer and Video Game Industry contains a wealth of useful sales, demographic, and usage data. I would not have guessed that “women age 18 or older represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%)” or that “91% of the time [...]
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Oklahoma State University has formally released its internal findings on an iPad pilot conducted during the Fall 2010 semester, showing that the device had a positive impact in an academic environment.
This paper examines the different strategies that may be used to develop museum games by focusing on two case studies currently underway at the Rochester Institute of Technology. The type of game and game play are the basic structural components of the game. Much like the narrative of a story, the game components must support [...]
The CHI 2011 Conference will be having a workshop on May 7 on gamification, bringing together many academics, designers, and others interested in the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The workshop aims to bring together “practitioners and researchers to develop a shared understanding of [...]
Antin and Churchill (2011) have published a brief paper from the CHI 2011 conference on badges in social media. The authors deconstruct badges and present five social psychological functions for badges in social media contexts: goal setting, instruction, reputation, status/affirmation, and group identification. Read the paper here.