An interactive computer game "to detect and quantify the influence of color on the performance of people executing tasks that require attention and showed to be attractive for people with ADHD. "
Otis report study from 2007-2010 does note "
Digital media, including software publishing and video game design and production, had robust earnings gains, with payrolls in the two counties up by a third, to $1.33 billion," although number employed actually declined
"first, we give empirical evidence that shows the extent to which productive training (i.e. vocalizing words) is superior to receptive vocabulary training, and discuss the use of scaffolding hints to "unpack" factors in the learner‟s linguistic knowledge that may impact reading. Second, we discuss what our results suggest for future research in HCI."
From Iowa State University students, Metalblast : "The game takes place in the year 2052. Plants are dying, and there is a developing ecological crisis. At the same time, an expert team of plant scientists has disappeared. The player, represented by a novice undergraduate student in the research lab, must shrink to microscopic size, enter the plant cell, rescue the lost scientists, discover what is killing the plants, and save the world - all in the game's virtual, 3-D environment. Along the way, players must solve problems and answer questions about the cell and metabolic biology. "
SEATTLE - Two HASTAC scholars doing research in video games studies at the University of Washington (UW) were recently sponsored by UW's Simpson Center for the Humanities to attend this year's Serious Play Conference. Edmond Chang and Theresa Horstman, graduate students in English and Education, respectively, took part in the conference, which was held at the DigiPen Institute of Technology in Redmond, Washington.
From the abstract: "we present
an experience framework in order to show the effect of gamification
on consumers' experiences that is illustrated through four extended
examples. We conclude this article with a few implications for future
research into, as well as practical application for the successful gamification
of consumer experiences. But first, we discuss what gamification
is and what it is not."