Archive for Article

GameTech: Top Ten Research Findings in Games from 2012

Dr. Alicia Sanchez & Dr. Clint Bowers | April 28, 2013 Introductory Note: The “Top Ten Research Findings in Games from 2012” was presented by Dr. Alicia Sanchez and Dr. Clint Bowers at the Defense GameTech Users’ Conference 2013 in Orlando on April 17, 2013. This blog post highlights the major findings from each paper.

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Training the Workforce, Part 5: Feedback Motivation in Action

Jen Loglia | March 14, 2013 This is part 4 of an on-going series of blogs on using games for training the workforce. My boyfriend was sitting at the computer and called out to me “We should do this together.”  Naturally, I responded “Do what together?”  He replied, “Learn French.”  Nuh uh, nope, I did […]

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Training the Workforce, Part 4: Can I Get a Little Feedback?

Skilan Ortiz | February 28, 2013 This is part 4 of an on-going series of blogs on using games for training the workforce.   The first 3 parts of this Training the Workforce series has seen us take a look at transfer of training, the potential of using video game training, and how motivation can […]

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Training the Workforce, Part 3: What Motivates Your Employees To Perform?

Brian Eddy | February 4, 2013 This is part 3 of an on-going series of blogs on using games for training the workforce. In my previous blog, I talk about my experiences with two organizations and the effectiveness of training types and feedback procedures presented to the trainee. This blog however, will diverge from the […]

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Gamers: Harder, Better, Faster, Stronger

Katelyn Procci | December 21, 2012 All of those hours spent with a controller in your hand might make you better suited for learning certain tasks in the medical profession. Last Month, Wired UK published an article in which they reported on a study by Dr. Sami Kilic from the University of Texas Medical Branch, […]

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SNE Requirements of Emergency Management Training

Asli Soyler Akbas | December 17, 2012 Disaster management demonstrates three characteristics: ‘Uniqueness’, ‘Transient Nature’, and being a ‘Novel Process’ [1], making events and actions of the affected population unpredictable. This requires emergency response personnel to use their knowledge and skills gained from prior training. Capturing this in game-based training, through the use of synthetic […]

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Modifying Player Behavior with Psychology: League of Legends

Jen Loglia | December 13, 2012 Like many other gamers (and people who like playing games), I have been sucked into the vortex that is League of Legends. League of Legends (LoL) was created by Riot Games, and is a free-to-play, Massive Online Battle Arena (MOBA) game, which requires teams of players to destroy the […]

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Attack Its Weak Point for Massive Damage: Guiding Attention in Virtual Environments

Shan Lakhmani | December 11, 2012 I have been conditioned, over the course of many years of playing video games, to attack giant beasts when they are flipped over, to stab glowing sigils, and to toss eggs into fanged maws. While this may make me an unpopular guest at dinner parties, it makes me really good […]

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Know Your Audience

Corina Lechin | November 30, 2012 Picture this: You spend six months working on the design of a serious game for the Peruvian drilling industry. After going over what seems like every article on training, and transfer of training out there and racking your brain for all the knowledge you have acquired in graduate school; […]

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My First Usability Study

Jenny Vogel | November 9, 2012 Being an information technology student at RETRO has its pros and cons. I feel like I can put my technology background to use while solving problems in the lab, however, I am often left out of fully understanding projects that are heavy in specialized psychology terminology. That’s why I […]

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