Train2Game News Girls who game study PSTEM

Girls who play video games are three times more likely to choose physical science, technology, engineering or maths (PSTEM) degrees compared to their non-gaming counterparts, according to new research from the University of Surrey.

The study, funded by the British Academy and published in the journal Computers in Human Behaviour, found that 13-14 year old girls classed as ‘heavy gamers’ – those playing over nine hours a week – were three times more likely to pursue a PSTEM degree compared to girls who were non-gamers.

It also found that 100 per cent of girls in the study who were already in PSTEM degrees were identified as gamers. However, the same could not be said for boys where a similar amount of gamers existed regardless of degree type, leading to thoughts that boys experience far less pressure to conform to the video gamer stereotype if they were studying a PSTEM degree.

The research was led by Dr Anesa Hosein, Lecturer in Higher Education and Programme Director of PhD in Higher Education at Surrey, and a Physics graduate with a self-confessed ‘Geek Girl’ gamer past. Dr Hosein believes identifying and targeting certain female groups early may be a way to encourage more to study it at degree level and beyond.

Dr Hosein said: “Despite the pioneering work of people like Jocelyn Bell Burnell and Surrey’s own Daphne Jackson, the first female Physics professor, there are still too few female PSTEM role models for young women.

“However, our research shows that those who study PTSEM subjects at degree level are more likely to be gamers, so we need to encourage the girl gamers of today to become the engineering and physics students and pioneers of tomorrow.

“It therefore makes sense, in the short-term, that educators seeking to encourage more take up of PSTEM subjects should target girl gamers, as they already may have a natural interest in these subjects. We need to get better at identifying cues early to recognise which girls may be more interested in taking up PSTEM degrees.”

Dr Hosein recommends that educators use the results from her study to increase girls’ participation in PSTEM subjects in a number of ways. ‘Geek Girls’ who have a pre-disposition towards gaming should be identified early by teachers or parents and encouraged to explore PSTEM degree pathways, for example through attending gaming expert talks. School educators could also start including gaming in PSTEM degrees to increase engagement of girl gamers. It is also important for girls who do not fit a geek video gaming stereotype to meet and see more alternative PSTEM female role models during their school education.

The study is entitled “Girls’ Video Gaming Behaviour and Undergraduate Degree Selection: A Secondary Data Analysis Approach”. Read more about the University of Surrey’s Department of Higher Education.

Train2Game News Wearable SDK

Tap Systems, Inc., the company behind the Tap wearable keyboard and mouse, announced today they have released a developer SDK.

The released software kit enables interested developers to design applications that incorporate and/or include the Tap wearable and its functionality. The Tap device is a comfortable wearable that sits at the base of your fingers and senses finger taps as input. Connecting to any Bluetooth enabled device, Tap users can currently compose text, play games, point, click and scroll using just about any available surface.

“Since Tap’s inception we’ve been contacted by everyone from mobile game and language input developers, to folks developing for accessibility use and even enterprise,” said Dovid Schick, CEO and Founder of Tap Systems. “The Tap has so much potential and we are excited to share our SDK with the developer community to see what amazing applications and uses people come up with.”

Interested game developers can now create novel gameplay experiences and increase engagement by utilizing the precision and diversity of Tap’s input. These games can easily be ported between mobile, console and desktop platforms while preserving the same game interface. Augmented Reality and Virtual Reality developers can now use Tap for eyes-free control and input for their virtual environments. Language Input developers will now be able to apply Tap for other languages and custom alphabets.

Tap System’s released toolset includes SDKs for both iOS and Android, a plug-in for Unity, as well as example applications and documentation. The company has also released an API to enable any BLE enabled platform to interface directly with the Tap wearable.

Interested developers can sign up to be a part of our Tap Developer community for updates, news and support: https://www.tapwithus.com/developers .

Train2Game News Wearable Technology Conference

Wearable Tech ConferenceIntel’s chief futurist and strategist, Steve Power Brown, and Dave Evans, innovation guru for Cisco, will deliver the daily keynote addresses at the first ever Wearable Technology Conference & Expo, which takes place from 18-19 March at Olympia in London.

With more than 100 expert speakers, 30 exhibitors and a whole host of UK-exclusive product launches, the Wearable Technology Conference is expected to attract 1,500 attendees, making it the biggest event of its kind in the world. Delegates will be informed, inspired and entertained during the two day event, for which just a handful of seats remain unfilled.

With speakers from the likes of Google, Misfit Wearables, Fitbit, Microsoft, Mitsubishi, Virgin and Cisco, the conference will cover every aspect of wearable tech – from development and funding, to testing and manufacturing. Sessions, workshops and demos will drill down into the myriad of markets this technology will impact, including healthcare, sports and fitness, engineering, the military, AR and VR, gaming, fashion, travel, entertainment, telecoms and communication.

Delegates will also hear from Chris Dancy, otherwise known as ‘the world’s most connected man’. Chris keeps metrics on himself for every moment of every day, believing that keeping statistics makes him a better employee and it’s in the future of everyone’s work. And Jason Bradbury and Rachel Riley from The Gadget Show will make a very special appearance as they pitch their own wearable tech inventions to the experts.

UK EXCLUSIVES

The Wearable Technology Conference will be the first time many new products will be seen in the UK, including:

· The Intelligent Headset – the world’s first headset with dynamic 3D audio, which has applications for gaming, music and also as an aid for the visually impaired

· Optinvent – the UK launch of the ORA smart glasses, the most complete and powerful true AR see-through smart glasses platform available. The ORA glasses are not released until April/May this year and will initially be available to industrial/professional markets and application developers before going on sale to consumers.

· ORSTO’s X3 smartwatch – British-made and hand built

· SunSprite from Goodlux – SunSprite is a next-generation health wearable invented by Harvard doctors that tracks a person’s sun and bright light exposure to improve their energy, mood and sleep.

· Xensr – the conference will host the European launch of Xensr – the first wireless, programmable motion capture solution that measures physical motion for sports, engineering, medicine and more.

· Smartlife – Smartlife will use the Wearable Technology Conference as the platform for the first public demonstration of its brand new base layer garment and associated electronics, which will report the wearer’s heart rate, location, speed, calorie burn and duration worn – perfect for athletes of all levels.

Outside of the conference, delegates are invited to enjoy multiple networking opportunities, including the Wearable Technology Conference drinks and awards.

“Wearable tech is THE big news for 2014 and it’s only going to get bigger, with experts predicting it will be worth as much as $8.4 billion by 2018,” commented Wearable Technology Conference director John Weir.

“And it’s not surprising when you consider it has the potential to impact all of our lives, both professionally and personally, affecting everything from our health and wellbeing, to the way we see, hear, communicate and play with the world

“For anyone who is interested in finding out how wearable tech can change their life, their job, their business, their industry or their customers’ lives, there is only one place to be on 18-19 March, and that’s the Wearable Technology Conference.”

Full information on the conference sessions and speakers together with who is exhibiting at the expo and demonstration products please visit www.wearabletechnologyshow.net