Science and gaming: inspiration from an interactive medium
Scientists use video games to engage audiences, treat patients, and collect data. Can we gamify SciComm?
Scientists use video games to engage audiences, treat patients, and collect data. Can we gamify SciComm?
Concerns about media’s failure to address risks of meditation app highlight the need for balanced and evidence-based support for wellbeing.
False scientific beliefs are hard to correct. Even when people are exposed to accurate information, their prior beliefs make them resistant
Study shows educating parents on adolescent brain development improves parenting, highlighting the need for more research and support.
Researchers analyzed data from three surveys, concluding that direct measures of “trust” in scientists are unclear in what they represent.
The session explored a novel view on what it means for basic science to be “relevant,” redefining it as a connection rather than a utility.
This post summarizes Day 1 presentations focusing on public views of basic science & basic scientists’ views of scicomm.
This research seeks to measure the impact of reader online comments to science stories. Do they affect the credibility of the reporting?
Unveiling Film’s AI Gender Gap: On-screen AI scientists reflect real-world gender disparity
Rutgers’ “science in action” documentaries focus on making scientists relatable to increase audience engagement.