Projects, Games, and Research Initiatives
Refiguring Innovation in Games (ReFiG) is a 5 year project supported by the Social Sciences and Humanities Research Council of Canada. Composed of an international collective of scholars, community organizers and industry representatives, ReFiG is committed to promoting diversity and equity in the game industry and culture and effecting real change in a space that has been exclusionary to so many.
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development around ‘game construction’ pedagogy as a vehicle for enhancing computational literacy in middle and high school students.
VERUS: Virtual Environments Real User Study
This will be the first study to access substantial groups of real-world users around the world and follow their play in virtual-world contexts using complementary quantitative and qualitative methods. The research will allow the team to meaningfully trace associations between the ‘real’ and the ‘virtual’, in order to predict real-world identities from online avatar characteristics, relations, and behaviours.
Play in Computer Environments Studio (Play:CES)
Since 2003, Jen Jenson’s Play:CES lab has served as an educational game design, development and play-testing studio.
Feminists in Games (FIG)
Feminists in Games is funded by a Canadian SSHRC Partnership Grant and is an endeavour created with the purpose of assumebling an international research association of digital media researchers from a full range of salient disciplines to begin building ‘connective tissue’ between and among them, so as to (a) better understand the origins and consequences of this gendered digital divide, and (b) intervene in its reproduction.
Compareware is an iPad game targeted at ages 5-8, both readers and non-readers (there is voiceover support for those who can’t read), and is meant to scaffold and support players as they analyze two object for similarities and differences.
Prove It To Me
This study seeks to contribute to knowledge about the ways in which, and the processes by which, digital games do (and can further) support educationally worthwhile forms of learning, identifying and explaining the epistemic affordances of a range of ludic forms—for of course these are not all the same. There are three parts of the study: playing with educational games, playing with popular digital games, and creating digital games. Teachers and students can select which parts of the study they wish to participate in.
Smarter Than She Looks (STSL) 2009-2012
As more and more digital technologies are brought into classrooms and homes and recruited as educational resources with curricular relevance, the widely-recognized gender gap in access to and mastery of these digital tools threatens to become an increasingly significant barrier to educational equity both in and outside the classroom.
Education Gender and Gaming (EGG) 2005-2008
This SSHRC-funded program of research on Education, Gaming and Gender draws on and weaves together market-based play style research into what “girls like best” with recent feminist theorizations of both gender and play.
Ethical and Legal Studies in Education (ELSE)
Ethics and Legal Studies in Education (ELSE) is an online tutorial.
Contagion is a Flash-based adventure game.
Epidemic is an online resource that challenges players to protect themselves in the face of virulent diseases.
Tafelmusik: The Quest for Arundo Donax (2009)
This Flash-based online adventure game is set in Europe in 1704.