Tiltfactor | Popular Culture
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Popular Culture

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...

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...

[caption id="attachment_5545" align="alignleft" width="300" caption="(l to r): Sam Beattie, Oge Young, Dave Roberts, Michelle Favaloro, Justin Gary, and Tracy Hurley respond to provocative audience questions at Dartmouth at Play '12"][/caption] Held the Friday of Green Key weekend, one of the busiest times of the year on...

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...

and stereotypical, this recently spotted advert in London by Tiltfactor folks reminds us of some of the, ah, allegedly 'old school myths' about gender and computing. Holiday shopping is already in swing. For him, the Vanquish Game. For her, Stella McCartney Gift Set. ...

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...

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...