• No results found

Utrecht Center for Game Research

N/A
N/A
Protected

Academic year: 2022

Share "Utrecht Center for Game Research"

Copied!
2
0
0

Bezig met laden.... (Bekijk nu de volledige tekst)

Hele tekst

(1)

Utrecht Center for Game Research

How can people be motivated to act sustainably?

How can you give young people more control over their behavior? How are citizens involved in making decisions about their city? Such societal issues are far-reaching and urgent, but activating people and keeping them engaged is a challenge. Games have the potential to contribute to these and other major societal issues. Games are designed experiences, players learn by doing, taking decisions, and experiencing consequences in a safe and stimulating environment.

MISSION

It is our mission to employ games to help solve major societal challenges. Games are eminently suited to informing, motivating, appealing to emotion, and

influencing attitudes and behavior. Games do that better than other types of media. The Utrecht Center for Game Research provides the interdisciplinary expertise that is necessary for groundbreaking research into developing and studying games, with a focus on game mechanics, technologies, player-game interaction, as well as their societal and cultural context.

INTERDISCIPLINARY RESEARCH

We achieve high-quality research results through our interdisciplinary collaboration. We combine knowledge about games, technology, persuasion as a means of changing attitudes and behavior, learning processes, and design. The necessary expertise is provided by our research groups from sociology, psychology, media studies, computer science, education, medicine, etc. All faculties at Utrecht University are involved.

Interdisciplinary research on serious gaming and playful interaction

“Tell me and I forget, show me and I may remember, involve

me and I learn.”

Attributed to Confucius

FACTS AND FIGURES

100 researchers

7 faculties

7 educational programs

20 projects

€2.6 million funding

50 collaborating companies

GAMES CONTEXTS

SOCIETY PEOPLE ACTIONS

TECHNOLOGIES CULTURE

(2)

APPLICATION DOMAINS

The Utrecht Center for Game Research studies games and develops new game technologies. In particular, we perform research on the application of games in the following three domains:

Games for Education: including games for children, higher education, and professional skills. Examples of research projects are the use of games to develop number sense with children, and training pharmacists in communication skills.

Games for Health: e.g. healthy living, well-being, rehabilitation. Our research include game- based enhancement of behavior control, and training stroke patients in a virtual reality environment.

Games for Change: e.g. for sustainability, social inclusion, smart cities, conflict, and

security. We perform research, for example, on playful cities, and how games can be used for energy saving.

COLLABORATION

We work together with partners from education, health and welfare, sustainability, security, social engagement, game companies, governments and research institutes. If you would like to increase knowledge or change attitudes or behavior through games, or to develop and evaluate (serious) games, then please contact us.

CONTACT

www.gameresearch.nl gameresearch@uu.nl

‘Persuasive gaming in context. From theory- based design to validation and back’ (2013-2017) is a project funded by NWO within the Creative Industries Top Sector. The project is concerned with the characteristics, design principles, and effectiveness of persuasive gaming.

www.persuasivegaming.nl

As a player of Collapsus, you have to reflect on the causes of the global energy crisis and find solutions.

www.collapsus.com

Bright minds, better future

Referenties

GERELATEERDE DOCUMENTEN

freundii so4 exhibited 130 genes having regions predicted to encode proteins associated with CAZy families and CBMs (Supplementary Figure 3); 125 of these 130 proteins had single

Given the scarcity of housing in some parts of the Netherlands, many landlords manage to impose conditions on their tenants that are not legal, such as a contract for a

Conclusion In obstructive HCM patients, increased AT is significantly related to symptoms after adjustment for sex, negative inotropes, PV, LVOT diameter, and diastolic

Zelfs de keuze van de afbeeldingen maakt hier een wat halfslachtige indruk en hetzelfde geldt voor het tweede gedeelte van dit hoofdstuk, waarin Poell bijna tussen neus en lippen

Mihai Burzo (University of North Texas), Daniel McDuff (Massachusetts Institute of Technology), Rada Mihalcea (University of North Texas), Louis-Philippe Morency (University

het Van Gogh Museum. Voorafgaand aan een museumbezoek aandacht besteden aan Vincent van Gogh in de VMBO-, HAVO- of VWO-klas? Of er na een museumbezoek mee verder gaan?

Door het nieuwe bestuur van de Baptistengemeente Enschede in dit vroege stadium te ondersteunen zal dit onderzoek er op lange termijn aan bij kunnen dragen dat het bestuur als

Eigenlijk is het allemaal symptoombestrijding, vindt on- derzoeker Kleijn. Voor een beter zicht op de kosten moet je eerst de groei van de ganzenpopulatie in beeld krijgen. En