The third day at CHI PLAY 2016 ended the conference with important discussions focused on play, design, and the games industry. If you have not seen them yet, check the first and second day summaries out before continuing!
The day opened with an open discussion of future suggestions for the conference series and followed with the first Industry Panel, which counted with the expertise of Toni Phillips (Triseum), Sheri Graner Ray (Zombie Cat Studios), and Yelena Balin (b.well). The panelists addressed some of the challenges of the game industry, such as keeping up with the technology, innovating, engaging different audiences, and building diversity into games.
Annika Waern presented the keynote of the day on Play, Participation and Empowerment, and left everyone reflecting about the opportunities that arise when designers let the players co-create the game rules and boundaries. It was followed by David Cohen‘s talk on Transformation Through Transparency, in which he emphasized the importance of collaboration between educators and game designers for building educational games, as well as the importance of embedding learning in a transparent way to allow players to enjoy playing and increase learning effectiveness.
CHI PLAY is ACM’s international conference on human-computer interaction in play and games. This year, it is being held in Austin, Texas, from the 17th to 18th of October. I’ll be covering some of the spotlights of the conference daily here at the ACM XRDS blog!
After the official welcome, the first day opened with a keynote talk by Jamie Madigan from The Psychology of Video Games. It was a great talk filled with 30 research ideas for game and HCI scholars to investigate in the near future.
Technology has undoubtedly improved at vertiginous speeds in the last decades. However, there is no evidence that all this technology is helping increase the people’s general wellbeing. Calvo and Peters have attributed this to the fact that most technology professionals keep a machine-focused view of their work, avoiding to look at anything related to the user’s wellbeing. Nevertheless, recently there has been a growing body of efforts related to using technology to improve human wellbeing. Calvo and Peters refer to this new research field as Positive Computing.
The UIST student innovation contest (aka the “SIC”) is one of those rare moments in a student’s life: a chance to present work at the heart of one of the top venues in Human Computer Interaction (HCI). In fact, UIST (i.e., ACM’s conference for User Interface Software and Technology) is often acclaimed as the top conference for those driven by hardware / software novelty, mad inventors of the HCI kind, and the likes.
So if you are a student interested in HCI and never had a chance to visit one of the main conferences, here’s your chance; because the UIST SIC is not only a place to meet some of your favorite researchers while they try out your demo, it is also a remarkable conference to learn about the bleeding edge of the field, a financially supported opportunity for those teams that have less support by applying the UIST SIC travel grants,` a chance to get some fabulous prizes — there’s 3K USD for the winning teams but also participation awards — last but not least, it is your chance to get in touch with some novel hardware: electrical muscle stimulation: