Our work in digital media is focused on exploring and understanding the subtle human aspects of these new forms of media.

Research in digital media is dedicated to exploring and understanding the more subtle emotional and cultural aspects of these new forms of media. We are particularly interested in the innovative use of new technology that combine novel ways of learning and play.

This research is multidisciplinary based on theories and perspectives from a number of field Media, Education, Computer Science (e.g. human-computer interaction) and Design. This research work involves developing new theoretical understandings, emprical studies in new media, and gaining practical design knowledge. Whiles ome of our projects focus on understanding existing games other projects focus on creating new exploratory work ourselves.

The most recent work relates to computer games, from serious games and affective learning , humor in computer games, urban games, etc. Other aera relates to Web 2.0 and Social Media as well as Affective computing. Other interests include Persuasive Technnology and Technology-enhanced Learning.

Research Interests:

Digital Media, Technology-enhanced Learning, Affective Design and Computing , Computer mediated persuasion, Web 2.0 and Social Media

Games: serious games, video games, games-based learning, role-play games, mobile games, urban games…. humour, game design, semiotics, players’ experiences, gameplay, play, emotion, engagement, learning, etc.

games and paly

Research Projects:

Affective Learning and Serious games (sshrc)

When designing a study for role-play games about environmental issues, we saw the importance of affective strategies. We then develop a framework for designing role-play games based on situated human activity, and shows how this framework relates to the affective domain and could be used to develop affective competencies.

Humour and Laugher in computer games :

Humour theory and videogames: laughter in the slaughter, designing computer games with humor! Humor and game-based learning shows how humor can support the learning process.An investigation through grounded theory and semi-structured interviews of what make players laugh when they play is being carried out. We are also developing proof of concepts and examples that show the potential of humor for computer games and persuasive technology.


Urban Games

Development of mobile uban games, sonic exploration, scavenger hunt, collective memory, play and urban spaces, emotional geography, performance. TBD

Living Community Atlas: Urban exploration, storytelling and community participation (Inukshuk Fund).

The goal of this project is to explore benefits of using new technology for life-long learning, new media literacy and citizenship through novel forms of play and online-learning. We have initially developed a geo-located game for multi-sensory exploration of urban space and the creation of virtual urban storytelling that aim to stimulate community engagement.
Key worlds: improv theater, storytelling, situationist practices, experiential learning, collaborative gameplay, social media and media literacy.

Web 2.0 and Social Games

Supporting publishing and poetry: engagement, usability of creative websites, social games, audience participation, etc.

Antarctica NWN and Environmental Education (Cybercartography and the New Economy)

We are interested in the potential of games for learning and especially for environmental education. We explore issues related to engagement and learning. We developed a game concept Antarctica NWN related to climate change and demos. We more specifically examine how character-based role-playing games can stimulate critical thinking.

Affective Computing and HCI

Affect, designing with emotions, measuring emotions (methods, evaluation study), emotion and usability, cross-cultural differences.

Computer-mediated Persuasion: visual rhetoric and communication in the digital age.

Rhetoric, generally defined as the study of the means of persuasion, has provided tools (i.e., rhetorical figures) that can assist authors in their design tasks. A taxonomy of visual rhetorical figures was developed and applied to different contexts. Research also focused on persuasive arguments and the study and design of different applications.