VIRTUAL VIDEO GAMES
Virtual Video Games project was born in January 2017 within the University of Milano-Bicocca from the collaboration between researchers and students who share a passion for video games and advanced technologies.
The aim of the project is to study difference between classical gaming experience (console, mobile gaming and PC) and new form of gaming activity, to create a research corpus for game design and user experience optimization.
GAMING FOR HEALTH
Gaming for Health project was conceptualized starting from different research’s perspectives which aims to propose innovative solutions among training and effective treatment domains to reduce mental illness, and promote personal well being, through emotive (e.g. anxiety disorder, psychological stress) and cognitive diseases (e.g. frontal lobe lesions, stroke) analysis to generate a focus-empowered growth through technique applied to new technology.
The main aim of the project is investigating commercial video games contents efficacy through testing and evaluation of video games and virtual/augmented reality domain (e.g. Resident Evil 7 Biohazard) with monitoring and training tools for emotive (e.g. stress control) and cognitive (e.g. decision making) evaluation. The project’s main intent is to develop and create video games and virual/augmented reality concept and software for emotive and cognitive empowerment.
GAMING FOR ARTS
Gaming for Arts project aims to promote cultural and artistic assets through videogames and immersive technologies domain (virtual reality and augmented reality).