Archive for Article

Human Factors students: What should we be doing?

Katelyn Procci | October 31, 2012 I spent the last week in Boston attending the Human Factors and Ergonomics Society’s 56th Annual Meeting. Compared to last year, there were far more talks focused on serious games and game design issues, which is really great to see (more on that later). One of the most interesting […]

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Rantings of an Undergrad: How to Get into a Lab and Why I’m Glad I’m in RETRO

Katherine Hancock | October 26, 2012 I want to extend a hand to any undergrad who stumbles across this lab blog because they’re looking into volunteering and feels maybe a little scared about it. I want to provide a little information and advice that they might not have heard before.

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Training the Workforce, Part 2: Video Games in Business – A Generational Divide?

Skilan Ortiz | October 22, 2012 This is part 2 of an on-going series of blogs on using games for training the workforce.  When you take the time to think about it, you begin to realize that we are living in a very exciting time for the field of training. With technology constantly advancing at […]

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Training the Workforce Part 1: Transfer of Training

Brian Eddy | October 15, 2012 This is part 1 of an on-going series of blogs on using games for training the workforce.  Have you ever had a job that left you dumbfounded on the first day of interaction? Are you finding yourself unproductive and lacking some skills or knowledge essential to complete a task? […]

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Emoticons in the Workplace

Jen Loglia | October 8, 2012 Scenario 1: You’re at work. You’re sitting at your desk, when an email pops into your inbox. It’s from your boss (gasp).

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Anonymity and Online Gaming

Shan Lakhmani | September 29, 2012 I was making dinner one night while my roommate was playing Call of Duty on his PlayStation 3. As I was cutting onions, angry high schoolers were saying some very unkind things to him. By the time they had started to question his sexuality, I had started thinking: Why […]

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USS Rivet City – Presentation from Games for Change 2012

Katelyn Procci | July 23, 2012 When we were but two mere semesters into graduate school, Alen scoured my Facebook and made this. Well, a few years later, I was lucky enough to present RETRO’s work on our Rivet City mod at the 9th Annual Games for Change Festival. Rather than show off what we […]

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Quantified Smiles: Physiological Feedback and User Experience

Shan Lakhmani | July 14, 2012 When we create something—be it text editor, game, or even plunger—we create a user reaction to that item we’ve created. If you create a plunger with a three-inch handle, you are also creating a frustrating user experience. One must not only try to create a positive user experience, but […]

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It’s the Simple Things…

Alen Chao | May 11, 2012 These days, the gaming industry is dominated by the hype and flash of big development companies making blockbuster games. They were critical in the heydays when video games were just a budding hobby, and mostly responsible for the widespread use today. Every season, new games are coming out, rehashing […]

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Me and My Avatar

Shan Lakhmani | May 1, 2012 In a computer game, one must not only have some control over the environment, but one must also be able to leverage this control to accomplish a goal set by the game (Garris, Ahlers, & Driskell, 2002). While there are a number of ways to implement this control, one […]

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