Our new research studies published in the paper “High-Low Split” at #chi4good this year show that users demonstrate different types of psychological construal using digital screens– that is, a focus on concrete details (low level construal) as opposed to “big picture” thinking (high level construal), and media is very very interested in this research. This May our work has been covered in publications such as The Daily Mail, The Washington Post, Psychology Today, Fox News, Entrepreneur.com, and many news outlets in India, such as the Economic Times and Hindustan Times.
May 28, 2016
October 26, 2015
New research by Tiltfactor published in Cyberpsychology: Journal of Psychosocial Research on Cyberspace illustrates how games can have a positive impact in our society. Using a new approach in game design— ‘embedded game design’—former Tiltfactor postdoc Geoff Kaufman, now an assistant professor at the Human-Computer Interaction Institute at Carnegie Mellon University, and Tiltfactor’s founding director Mary Flanagan, demonstrate how games utilizing this approach can change players’ biases, reduce social stereotypes and prejudice, and engender a more complex view of diversity.
Through embedded game design, an intended persuasive message is incorporated into the overall game’s content, mechanics, or context of play—rather than making the message overt to the players.
July 7, 2014
Tiltfactor researcher Geoff recently represented the lab (and the Metadata Games project in particular) at the 2014 Human Computation Roadmap Summit, held at the Woodrow Wilson International Center for Scholars in Washington, DC, from June 18-20. This 2.5 day workshop, which brought together a diverse array of scholars, researchers, and industry representatives from the field of human computation, focused on identifying key success stories and laying out potential future research directions concerning the use of various facets of human computation (including systems such as crowdsourcing platforms, social networks, and online games) for the betterment of society. In addition to utilizing a number of unique and creative approaches to trigger thought and discussion (e.g., an illuminating conversation with scientist and author David Brin centering on the value of science fiction in highlighting future horizons for human computation), the summit gave participants the opportunity to form smaller working groups to devise and iteratively refine a set of detailed research roadmaps for the potential employment of human computation to address a particular social cause or issue.
May 21, 2012
Held the Friday of Green Key weekend, one of the busiest times of the year on campus, our first annual Dartmouth at Play event was a smashing success.
December 12, 2011
Looking for gifts but don’t know what to get? The Tiltfactor staff has come up with gift picks that should satisfy the “non-gamer” or 733t player.
Check out the gift suggestions from Tiltfactor’s most popular Post-Doc, Geoff, and incredible interns Max and Erika (reprinted from our Facebook Page):
July 18, 2009
The ironic debacle this week – Amazon.com confiscating the mistakenly sold electronic books by none other than George Orwell from user’s Kindle machines across the country — stokes the already hot debate about technological devices and the rights of privacy, ownership, security, and autonomy of a user to his or her own devices.
Yesterday’s New York Times article describes how Amazon became aware they mistakenly sold the works 1984 and Animal Farm without the proper rights, then remotely deleted them on user’s kindles without warning with the same technology used to synchronize separate electronic devices. “I never imagined that Amazon actually had the right, the authority or even the ability to delete something that I had already purchased,” says one of those customers affected.
July 3, 2009
Games are a global medium, and to theorists such as Lisa Nakamura at the Games, Learning, and Society Conference 2009, one cannot separate the construction of digital games into particular cultures and practices. Having one national “essense” or sensibility is entirely fictional, Nakamura notes, because games are very global in their production practices and marketing practices. Nakamura brings up theorist Martin Lister (New Media: A Critical Introduction, 2003 ) to support her position, as Lister notes that “the videogame is the most thoroughly transnational form of popular culture, both as an industry” and “content” such as characters and stories.
June 1, 2009
In his 2009 speech at Dartmouth, Jesper Juul argued that the list of games people choose to play is itself a form of self-expression. His “video game literacy” really does exist. People read, experience and cite games like they do printed text. Yet we don’t consider gamers to be ‘well-read’ just quite yet.
Why we don’t spend more time playing games? Why is experiencing games viewed as less beneficial than spending the same amount of time reading a book?