Currently browsing items categorized as 'News' . . .


International exchange project with Cyprus Interaction Lab

International exchange project with Cyprus Interaction Lab

Crosspost from SWaGUR.ca. An Exchange with Europe’s Cyprus Interaction Lab Earlier this summer, SWaGUR professor Lennart Nacke visited the Cyprus Interaction Lab visited from the Cyprus University of Technology on an Erasmus exchange for teaching and training of students there and to set up a collaboration with the group to integrate the local training efforts with the SWaGUR training opportunities in Canada . . . (Read More)
Does Gamification Work in the Software Development Process?

Does Gamification Work in the Software Development Process?

Written by Alberto Mora. Puede leer la versión en español de este post aquí. A lot has been written about the benefits of gamification in recent years. When people talk about gamification they generally focus on sectors such as education, marketing, sales, energy, and health. However, there are a variety of different areas that could benefit from gamification, but have not been thoroughly explored, such as software development . . . (Read More)

Pokémon Go has arrived in Canada

Written by Lennart E. Nacke, Director of the HCI Games Group. It happened this afternoon. I was on a weekend trip. Outside of town. Pokémon Go finally arrived in Canada. I did not believe what happened next. Pokémon GO is now available in Canada! Discover and capture Pokémon all around you. pic.twitter . . . (Read More)
Gamification of Physical Activity: Spirit50

Gamification of Physical Activity: Spirit50

Written by Dennis L. Kappen and Lennart E. Nacke HCI Games Group collaborated with Erin Billowits, founder and owner of Vintage Fitness, a Toronto based health and wellness company catering to the fitness training needs of adults of age 50 years and older. Vintage Fitness aimed to engage older adults in daily exercise routines by catering to the specialized needs of  the demographic and tailoring fitness routines based on health conditions of older adults . . . (Read More)
Playful Interactions at CHI PLAY 2015

Playful Interactions at CHI PLAY 2015

The HCI Games Group attended and presented several works at CHI PLAY 2015, the second edition of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play. CHI PLAY is an international and interdisciplinary conference for researchers and professionals of all areas of play, games, and human-computer interaction, which fosters discussion of current high quality research in games and HCI as foundations for the future of digital play . . . (Read More)

The HCI Games Group will be at CHI PLAY 2015

The HCI Games Group will be at CHI PLAY 2015 next week in London, UK! If you are going to the Conference, come play our game CHI PLAYGUE with us! CHI PLAYGUE is a conference game designed to facilitate interaction among strangers and encourage social networking. To defend from a cybernetic alien invasion, each participant of CHI PLAY 2015 will have to interact with as many other participants as they can, to build Earth’s defenses . . . (Read More)
The Gameful World

The Gameful World

The Gameful World is a book that aims to examine the key challenges of gamification and the ludification of culture, or, as presented by the editors, the Gameful World. It contains essays from more than 50 acknowledged experts representing both academia and industry. The collection is edited by Steffen P . . . (Read More)
Heroes of the Storm vs. League of Legends – Part II – Player Progression

Heroes of the Storm vs. League of Legends – Part II – Player Progression

For those just joining, please see the first article in this series for an introduction to MOBA’s and general overview of this design discussion. http://hcigames.com/news/heroes-of-the-storm-vs-league-of-legends-a-game-design-breakdown/ Player Progression – Gold vs. Experience With the introduction to MOBAs out of the way, we delve a little deeper… This article in the series has been written to address one of the most fundamental design differences that exist between these two games:  The two currencies that allow players’ champions/heroes to gain access to items and more powerful abilities . . . (Read More)
Heroes of the Storm vs. League of Legends – A Game Design Breakdown & Comparison

Heroes of the Storm vs. League of Legends – A Game Design Breakdown & Comparison

An Introduction to MOBAs Multiplayer Online Battle Arena (MOBA) games are one of the most played genres of video games on the planet right now and they comprise a significant portion of modern e-sports. To understand how they developed, we should first examine one of the earliest examples. One of the most iconic early MOBAs is Defense of the Ancients (DotA) . . . (Read More)
The Shadows That Tug at the Edges of Your Apprehensions: A Reflection of How Stealth Games Affect the Mind.

The Shadows That Tug at the Edges of Your Apprehensions: A Reflection of How Stealth Games Affect the Mind.

Stealth games are rather common in today’s video game culture. Popular titles such as Metal Gear Solid, Thief, Assassins Creed, The Last of Us, Hitman, Sly Cooper, and Splinter Cell often come to mind when discussing challenging yet exhilarating games. These games provide an overwhelming sense of immersion as difficult tasks draw the player in, demanding concentration and purposeful decision making throughout the majority of the gameplay . . . (Read More)
Gamification: The Pursuit of Progression

Gamification: The Pursuit of Progression

Part of the article series Looking at Gamification: Personal Viewpoints. As a first-year wading (well, cliff-diving, really) into the depths of academic research reports last fall, I was struck with what you might call “jargon fatigue.” Though I was no stranger to general scientific reading, upon broaching the field of game research, I was quickly overwhelmed by a veritable tsunami of seemingly obscure terms related to the research fields surrounding statistics, sociology, and design theory . . . (Read More)

Hot Topic: Does Playing Video Games Help or Hinder Social Interactions?

It seems like an age old argument among educators, parents, caretakers and peers; are video games good or bad for social behavior? Parents often worry that participating in video games will give their children poor morals, increase aggression and decrease sociability. However, some find games to be an effective aid for social interactions, while others respond with decreased social capabilities . . . (Read More)
HCI Games Group at CHI 2014 in Toronto

HCI Games Group at CHI 2014 in Toronto

This year, the annual ACM conference on Computer-Human Interaction (CHI), was held in Toronto, Ontario. The conference serves as a global summit of researchers, academics, and industry professionals in fields related to computer science, software development, user research, and interaction design. At the conference, the HCI Games Group was involved in the organization of both a workshop and a special interest group revolving around the role of games and games research in the field of computer-human interaction . . . (Read More)
IEEE GEM 2014

IEEE GEM 2014

This year, the IEEE Consumer Electronics Society launched the Games, Entertainment, and Media (GEM) conference series, following the success of the previous International Games Innovation Conferences. Uniting the worlds of research and industry expertise, the conference serves as a platform for examining the current state of the art in game development and user research . . . (Read More)

Spirit 50 – Gamifying Fitness for Older Adults

HCI research has many applications outside of the laboratory. Concepts related to user experience and interactive entertainment are ingrained in several aspects of everyday life, especially with the increasing prevalence of mobile and social technology. By applying the principles of games research to systems design, we can enhance the quality of commonplace interactions, inspiring a higher level of motivation in completing otherwise unexciting responsibilities or tasks . . . (Read More)