
ReFig
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.
Think.Design.Play
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
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
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.