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01/Research

What we investigate

A lab where research and production share a table

  1. R-01

    Learning sciencesAssessmentSerious gamesTransfer

    Games & Learning

    How play produces understanding that instruction alone does not — and how to measure it without flattening it.

    We study what people actually take away from a game, as opposed to what a designer intended to teach. That covers transfer of skill, conceptual change, motivation over long play sessions, and the difference between knowing a rule and having internalised a system.

    Methods here run from classroom deployments and pre/post instruments to instrumented builds that log decision traces, paired with interviews that explain what the traces cannot.

  2. R-02

    HCIAccessibilityTelemetryFlow

    Player Experience & Interaction

    The moment-to-moment texture of play: attention, difficulty, feedback, frustration, and flow.

    This strand looks closely at the interface between a person and a system in motion. We work on difficulty adaptation, feedback legibility, control schemes for players with different capabilities, and how perceived agency survives contact with an authored structure.

    We run in-lab sessions with biometric and telemetry capture alongside qualitative think-aloud protocols.

  3. R-03

    MultiplayerCommunityModerationCivic tech

    Social & Civic Play

    What happens when games become shared spaces: cooperation, conflict, community norms, and civic imagination.

    Multiplayer systems are small societies with explicit rules and much larger implicit ones. We study how norms form, how moderation design changes behaviour, and how games can host difficult conversations that other media cannot.

    Projects here often involve partner organisations outside the university — museums, schools, and civic groups.

  4. R-04

    Procedural generationXRAI in gamesTools

    Emerging Technology in Play

    Procedural systems, mixed reality, and machine intelligence — evaluated as design material, not as spectacle.

    New technology arrives in games faster than evidence about whether it helps. We build with procedural generation, XR, and generative systems in order to find out where they genuinely change what a game can do, and where they only change the marketing.

    Every technical strand here is paired with a study that asks whether players noticed, and whether it mattered.