15 Oct 2012

Training the Workforce Part 1: Transfer of Training

Brian Eddy, Training the Workforce 3 Comments

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? However, you have been evaluated, selected and seen as “fit” for the organization that hired you. It is mentioned in the text of “The Problem of Training Transfer” that an organization benefits less than twenty percent of the time when spending money on new training approaches. Read more

08 Oct 2012

Emoticons in the Workplace

Article, Jen Loglia No Comments

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). Read more

29 Sep 2012

Anonymity and Online Gaming

Article, Shan Lakhmani No Comments

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 are there so many jerks on the internet? Well, there are a number of factors, including the fact that some people just genuinely feel better after behaving in ways that are antisocial. However, we will be focusing on a particular factor of computer-mediated communication that influences user behavior: Anonymity. Read more

23 Jul 2012

USS Rivet City – Presentation from Games for Change 2012

Article, Katelyn Procci No Comments

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 did, instead I was presenting on the lessons I learned while we attempted to use a mod to make a serious game. Below you can watch the presentation, download the slides, and read a very abbreviated version of the presentation. Read more

14 Jul 2012

Quantified Smiles: Physiological Feedback and User Experience

Article, Shan Lakhmani 1 Comment

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 one must also test to confirm that the desired experience actually occurs. So, how do we do that? Through quantitative analysis, of course! Read more

05 Jul 2012

Pre-Festival Summit: Federal Games Working Group

Jenny Vogel, Random No Comments

Jenny Vogel | July 5, 2012

Two weeks ago I got the opportunity to attend my first conference! It was the “Games for Change” 2012 conference in New York City. The first day was the pre-festival summit, which was an interesting experience, because it allowed all the people in attendance to gather together in a more casual setting than the lectures of the following days. Teachers, game designers, and other academic professionals alike were at the summit, arranged in a round-table fashion. While the discussions were still directed by speakers, there was a different feel to these talks—audience members were encouraged to speak up and contribute their experience and advice. Read more

02 Jul 2012

Games for Change 2012

Katelyn Procci, Random No Comments

Katelyn Procci | July 2, 2012

Two of us from RETRO, myself and Jenny Vogel, attended the 9th annual Games for Change last week held at NYU. It was a wonderful event, filled with really great speakers. Jenny also attended the pre-festival Federal Games Working Group earlier in the week, which she will be blogging about later. I am not posting any notes, but instead I am writing an overview of the event and spamming you with links. So here goes: Read more

11 May 2012

It’s the Simple Things…

Alen Chao, Article No Comments

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 the previous successes while slapping on an extra “perk” or “choose-your-own” mechanics. Despite the decades of developing games and millions of dollars in financial backing, these games are still hit or miss. Yet, they continue to hold the measuring stick by which popular video games are defined. How to solve this dilemma of consistently obtaining and playing an enjoyable game? Read more

01 May 2012

Me and My Avatar

Article, Shan Lakhmani No Comments

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 of the more popular ways of doing so is to establish a digital representation of the self so that one can manipulate objects in the games virtual space. This digital representation is called an Avatar (Lim & Reeves, 2008). Read more

11 Apr 2012

Augmented Reality Serious Games

Article, Katelyn Procci 2 Comments

Katelyn Procci | April 11, 2012

Augmented reality (AR) involves somehow supplementing the real world, often by overlaying virtually-generated information and animations onto real-time video of the actual environment. AR using head-mounted displays has long-been implemented1. In recent years, however, the technology required for augmented reality (cameras, processing power, video cards, and displays) has become less expensive, less cumbersome, and more widespread. Because of this, we’ve been seeing more augmented reality in commercial products, like games and toys2. Read more