RESOURCES // other game labs

Annenberg Studies on Computer Games
http://games.uscannenberg.org/
The ASC Games Group is an interdisciplinary research team that seeks to conduct transdisciplinary, systematic and innovative research about the impact of computer game-playing on individuals, groups, and society at large.

area/code
http://www.playareacode.com/
area/code makes Big Games. Big Games are large-scale, real-world games. A Big Game might involve transforming an entire city into the world's largest board game, or hundreds of players scouring the streets looking for invisible treasure, or a TV show reaching out to interact with real-time audiences nationwide.

Center for Computer Games Research @ ITU / Copenhagen
http://game.itu.dk/
At the Center for Computer Games Research we research game aesthetics, game design, game spaces, game worlds, gaming cultures, and learning in games.

Center for Mobilities Research and Policy (mCenter)
http://mcenterdrexel.wordpress.com/
The new Center for Mobilities Research and Policy (mCenter) at Drexel University combines interdisciplinary approaches to the study of travel, transport, migration, borders, and mobile communication into one over-arching framework.

Creative Room for Art and Computing (CRAC)
http://www.crac.org/
CRAC - Creative Room for Art and Computing - is a digital media workshop located in Stockholm, Sweden. CRAC operates as an interdisciplinary platform, and as an embassy for rethinking how new media can and should be used. The aim is to establish a living dialogue between art and technology, where the overarching strategic goal is to give art as a whole a role in the ever-expanding electronic public space.

Crucible Studio
http://crucible.lume.fi/
Crucible studies mediated messages relation with mediated actors: authors and participants, in the context of new media environments, technologies and cultures that have redefined the roles between the different actors.

Digiplay Initiative
http://www.digiplay.org.uk/
The Digiplay Initiative is a research collective specializing in consumer research in the areas of digital games, adoption of technologies, online well-being and intellectual property crime. It undertakes commercial and academic research as well as providing online information services to the research community.

Faunhofer Institute for Media Communication http://www.imk.fraunhofer.de/sixcms/detail.php?template=&id=2000
The Fraunhofer Institute for Media Communication IMK undertakes research and development in the area of new digital media in all their facets: including content design, production, distribution, and interaction. The key objectives of the IMK are to expand the range and functionality of digital media, to examine their creative and social possibilities, to develop innovative solutions, and to open up new fields of application. Key areas are interactive television, virtual environments, interface technologies, digital storytelling, multimedia content management, Web-based solutions, and knowledge management.

Futurelab
http://www.futurelab.org.uk/index.htm
Futurelab is passionate about transforming the way people learn. Tapping into the huge potential offered by digital and other technologies, we are developing innovative learning resources and practices that support new approaches to education for the 21st century.

Game Culture and Technology Lab http://proxy.arts.uci.edu/gamelab/portal/content.php?ctID=1
The mission of the Game Culture & Technology Lab is to play with how game metaphors, design principles, and technologies can be utilized for alternative content and context delivery. The focus is on the next generation Internet and beyond. The approach combines theory and practice, art and science, education and entertainment, to create an environment that supports diverse forms of expression in a wide range of applications.

gameLab
http://www.gmlb.com/
A new kind of game developer, experimenting with the conventions of gameplay, narrative content and visual and audio styles.

Games @ Annenberg
http://games.uscannenberg.org/
An interdisciplinary research team that seeks to conduct transdisciplinary, systematic and innovative research about the impact of computer game-playing on individuals, groups, and society at large.

Games and Professional Practice Simulations (GAPPS) Initiative at the AADL Co-Lab
http://www.academiccolab.org/initiatives/gapps.html
GAPPS studies and builds learning systems—curricula married to technology—that use digital game technologies to embed learners in worlds where they solve complex problems, using the technical and technological skills and values of professionals, whether these be urban planners, architects, engineers, historians, science journalists, civic leaders, or game designers. These systems are implemented both in and out of schools.

Games Lab (U. of Waikato, NZ)
http://www.gameslab.co.nz/
Gamics Laboratory http://gamics.cs.helsinki.fi/ Gamics Lab's line of research is focused on the technical side of computer games including artificial intelligence, software engineering, computer graphics and, in general, computational problems. At the same time Lab promotes publicity of research related to computer games and it's influence to our modern society making game research more generally acceptable. Lab serves also as a tower of strength to all other research at University of Helsinki related to computer games.

HIFIVES
http://ced.ncsu.edu/hifives/
Teachers and Students harnessing the power of video games for learning science, technology, engineering and mathematics

Hypermedia Laboratory
http://www.uta.fi/hyper/index_en.php
The Hypermedia Laboratory at the University of Tampere offers education on interactive and digital media. In addition to education the Hypermedia Laboratory conducts research and development of hypermedia in different aspects of science.

iEAR (@ RPI)
http://www.arts.rpi.edu/
The Department of the Arts at Rensselaer was founded in 1972. It is built around a world class faculty and is dedicated to interdisciplinary creative research in electronic arts. We offer a unique environment in which to develop and realize innovative art within a technological university. The studios and the program have historically been referred to as iEAR (Integrated Electronic Arts at Rensselaer). The studios provide specialized facilities for students, faculty and visiting artists to engage in individual and collaborative research projects. The department also supports an ongoing series of public performances, lectures, and exhibitions, called iEAR Presents!. The series features the work of pioneering and emerging artists who explore the boundaries of electronic art.

interaccess
http://www.interaccess.org/
Our commitment to interdisciplinary dialogue and interdisciplinary method encourages an approach that sees the value of heterogeneity and transformation. Hybrid forms and experimental research are central to our programming vision in both the studio and gallery. Our collaborations with a host of local and international organizations — such as the Images Film and Video Festival, the Finnish Foundation, Vtape, ImagiNATIVE, Year01, PING Network, the Design Exchange, the Power Plant, South Asian Visual Arts Collective, and DeWaag — also allow us to exchange ideas, cultivate new perspectives, and further expand the range of electronic media art practice.

Inter-Society of Electronic Arts (ISEA)
http://www.isea-web.org/
Founded in the Netherlands in 1990, the Inter-Society for the Electronic Arts (ISEA) is an international nonprofit organization fostering interdisciplinary academic discourse and exchange among culturally diverse organizations and individuals working with art, science and emerging technologies.

Liquid Narrative Group
http://liquidnarrative.csc.ncsu.edu/
The Liquid Narrative research group at North Carolina State University's Computer Science Department works in the area of procedural content generation -- the creation of content for interactive games and other virtual environments -- that uses models of narrative to build stories and tell them automatically.

m-cult
http://www.m-cult.org/index_en.html m-cult
(Centre for New Media Studies) was established in 2000 to support production, research and development of new media culture by an active involvement in the practices, policies and structures of the field. Aiming at a sustainable development of media culture, m-cult works to create productive and critical, interdisciplinary encounters between actors in culture, technology and society.

Media Centre Lume
http://www.lume.fi/lumenet.nsf/paasivut/base_eng
Lume is a national education, research, development and production centre of audiovisual media. Lume combines the disciplines of cinema, TV, digital media and production set design. The special focus areas of Lume are cross-media content production and practice-based research which serves the needs of the content.

Media Lab Helsinki
http://mlab.uiah.fi/
The Media Lab is the school of digital design at the University of Art and Design Helsinki. The lab provides education and research frameworks for studying digital media contents and technologies, their design, development and the effect they have on society. Our work is characterised by the collaboration of people from a wide variety of disciplines and cultures.

Mixed Reality Lab
http://www.mrl.nott.ac.uk/
A dedicated studio facility where computer scientists, psychologists, sociologists, engineers, architects and artists collaborate to explore the potential of ubiquitous, mobile and mixed reality technologies to shape everyday life.

Mobile Digital Commons Network
http://www.mdcn.ca/tiki-view_articles.php
The MDCN connects researchers, the arts and industry focused on mobile, wireless, digital technologies in Canada. Funded by Canadian Heritage, the goal of the network is to facilitate interdisciplinary research and innovative industry development; foster cultural production and public participation; and develop forward-thinking policy on wireless technologies.

public domain
http://www.pd.org/
public domain, inc. is a 501(c)3 nonprofit organization committed to exploring the intersection of art, theory, technology and community

Reskin
http://www.anat.org.au/reskin/index.html
The wearable computing arm of ANAT

Sarai
http://www.sarai.net/
A space for research, practice and conversation about the contemporary media and urban constellations.

V2: Institute for Unstable Media
http://www.v2.nl/
V2_, Institute for the Unstable Media, is an interdisciplinary center for art and media technology in Rotterdam (the Netherlands). Founded in 1981, V2_ is an organization that concerns itself with research and development in the field of art and media technology. V2_'s activities include organizing (public) presentations, research in its own media lab, publishing, developing an online archive and a shop offering products that are related to V2_'s area of interest.

Waag Society
http://www.waag.org/
Waag Society is the name of what started in 1994 as 'Society for old en new Media', de Waag. Founders were  Caroline Nevejan and Marleen Stikker, who is still Waag Society's director. Before, Stikker was the mayor of the Digital City, the first internet community in the Netherlands. The Society's -soon to be called 'Waag Society'- mission was to make new media available for groups of people that have little access to computers and internet, thus increasing their quality of living. After a complete restauration of the Waag building, a small group of enthousiastic idealists began their activities in 1996. The medialab developed into an avant-gardistic thinktank whith a lot of freedom. But with an eye for commercial possibilities: attempts were made to bring Waag prototypes to the market. Waag Society grew into an institution that was active in the fields of networked art, healthcare, education and internet related issues like bandwidth and copyright. The international network became increasingly important: Waag Society has a worldwide network with partners in countries like  India, Canada and the UK. Nowadays, Waag Society is an acknowledged institute where apart from R & D, there is room for experiment with new technologies, art and culture. Partners come from all parts of society: universities but also  companies work together in our projects. Waag Products was founded, to market our products. Examples are the Storytable, Pilotus (BoardMessenger in the USA and Monstermedia. A part of our activities has moved to the new cultural hotspot Pakhuis de Zwijger, a renovated warehouse in the Amsterdam Harbour that also houses the Media Guild.

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