Why we support GOW at IFB Gaming


It is almost that time of the year when we get together to reinvigorate our shared vision for a prosperous, fairer, disinterested future society where everyone can reach their full potential. Every October, during Black History Month and immediately after Libraries Week, the Online Centres Network review our shared goal to tackle digital inclusion in…

Simple tips for parents/guardians of young gamers


The New York Times published a pretty bleak look at what quarantine induced screen/gaming time is theoretically doing to kids in January of 2020. But this is not a new topic or issue. Silent movies were said to provoke crime. Violent TV and, later, violent video games said to cause violent crimes. War games have been said to cause mass-shootings. In fairness,…

IFB Gaming joins FutureDotNow Coalition


It delights me to announce that IFB Gaming has joined Future Dot Now Coalition. Building the digital and data provisions, accessibly and capabilities of BAME communities is key to our digital transformation. However, we do not always have to wait for the problem to escalate before we start any planning process. The pandemic has created…

Gamification and the many attempts to scale and define it


Sebastian Deterding defined gamification as 'the use of game design elements in non-game contexts'. His definition is most widely used definition. It's often recommended by professionals and scholars as it captures ambiguity and complexities. History of Gamification The use of game thinking has been around for as long as man was required to formulate plans…

My Chapters for “Learning, Education and Games 3: 100 Games to Use in the Classroom & Beyond,” VR, and Game Localization.


Out this year! 100 Games for the classroom and beyond: Learning, Education, and Games. Vol 3. 100 academic authors. Over 150 Women in Gaming cited.

Simone Bregni, Ph.D.

I just submitted revisions of my two chapters and one co-edited chapter for Learning, Education and Games 3: 100 Games to Use in the Classroom & Beyond.

The games I covered are:

  • Ubisoft’s Assassin’s Creed – The Series (co-edited chapter with Gabriele Aroni, Ph.D., Ryerson University, and Heidi McDonald, iThrive Games);
  • Square Enix’s Rise of the Tomb Raider; and
  • Tequila Works’ The Invisible Hours VR.

I am seriously disappointed that I will not be able to utilize the excellent The Invisible Hours VR in my Intensive Italian for Gamerscourse at SLU next spring because it is not localized in Italian.

As I wrote in my chapter:

The narrative and writing, the complexity of the characters, the emphasis on observation and logic rather than “active” gaming and the theatrical-quality acting, all contribute to making this game ideal for numerous courses (from senior year of high-school to college…

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Tablets during these uncertain times: Yay or Nay?


Love them or hate them, a new tablet is on many people's mind during these uncertain times. However, along with the purchase of a new tablet inevitably comes the guilt of giving your children more “screen time”. Now, before the guilt sets in let me clear up some of the misperceptions that many parents have…