Beyond Fun


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What does it mean for persons with disabilities to be able to play video games when they thought this pastime was no longer available to them? Gabriele Cimolino and co-authors Dr. Sussan Askari of Providence Care and Nick Graham asked this question of persons with spinal cord injury, and today, Gabriele presented the results of this work at the ASSETS 2021 conference.

For more information, see the video and the paper, and read about the project

Presenting Partial Automation

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Gabriele Cimolino presented today his work on partial automation at the CHI PLAY 2021 conference. Partial automation is a technique making rehabilitation games accessible to people with very difficult abilities, for example as due to spinal cord injury. With partial automation, the game player controls whichever game inputs they can control, and an AI agent controls the game's other inputs. This work was in collaboration with Dr. Sussan Askari of Providence Care in Kingston, and Nick Graham.

For more information, see the video and the paper, and read about the project

Alaska Steve


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Liam Collins presented the game Alaska Steve: Bite Frost Back as part of the Kingston Film Festival's Digital Media Showcase. Alaska Steve shows how virtual reality can add a new dimension to 2D games. Alaska Steve was developed by Queen's students Liam Collins, Stefan Eylott, and John Leedale. For more information on Alaska Steve, see the video and the paper.

Nudging and Shoving

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How can concepts from behavioural economics help guide the exertion levels of exergame players? In a newly published paper in Entertainment Computing, Adrian Schneider shows how Thaler and Sunstein's Nudge Theory can be applied to digital games. To learn more, see the paper, or the video.

Arcaid VR at iON Kingston Virtual Reality Exhibition

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The EQUIS Lab's Dan Clarke demonstrated Arcaid, his virtual reality implementation of PacMan, today at the iON Kingston Virtual Reality Exhibition. For more information on Arcaid, see the movie and the paper.