Research
The University of Wisconsin-Madison is a research one institution; the Games, Learning, and Society program is no exception. Part of the success of our program is that graduate students have the opportunity to engage in ongoing games research under the mentorship of faculty on topics related to those listed below. Those interested should contact lead faculty directly.
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CivWorld
Using sandbox simulation games to build traditional and 21st century literacy skills in underprivileged youth |
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Competitive Fandom
Competitive fandom is a way of describing participation in fantasy sports play that draws from both what we know about both fan culture and gaming communities. |
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Digital Game-Based Learning Environments
Supporting education through participation in game-based learning environments, analysis of game cultures, and the design of original game-based media |
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Digital Literacies
Studying cognition in terms of how thinking is mediated by the physical and social environment, various symbol systems, and different sorts of tools and technologies |
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Game Designer
A game designed to teach young people about game design, with the emphasis on design, not programming |
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Gender and Game Play
Our past and current research suggests that common stereotypes of female gamers are erroneous, and contribute to the continued marginalization of girls and women in gaming communities. |
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Local Games Lab
Using games and emerging technologies to re-engage people with local communities. |
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Massively Multiplayer Online Games
This project seeks to explore the diverse ways in which MMOGs can serve as contexts for the development of a productive approach to media literacy. |
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Online Virtual Schools
More information coming soon |
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Pop Cosmopolitanism
This research looks at how virtual worlds and online communities might help us build informal social relationships with people with different backgrounds, cultures and points of view |
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Simulations of School Leadership and Practice
This project is exploring the use of games to introduce educational leaders to fundamental principles and theories of school and institutional leadership through simulated worlds. |
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Tech-Savvy Girls
More information coming soon |
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Youth Filmmaking as Digital Literacy
In this project, we explore the process and products of youth filmmaking as a designed experience. |
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