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From apprenticeship in space to selecting microbes: Meet McKinsey’s game-based innovation lab

Since 2020, McKinsey's Game-Based Innovation Lab (GBIL), formed after acquiring Imbellus, has been developing digital games for recruiting and professional development. Their first game, Sea Wolf, is part of the Solve assessment, used to evaluate analytical thinking in over 300,000 candidates annually.

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Anti-fraud tool or sexist game? ‘Gold digger’ dating simulation game stirs debate in China

Revenge on Gold Diggers, China’s first interactive anti-scam video game, follows Wu Yulun, a man seeking revenge after falling victim to a love scam. The game, which explores pig-butchering scams, went viral after selling over a million copies, praised for realism but heavily criticized for misogynistic portrayals of women.

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Kennesaw State computer game design and development students turn stargazing into interactive learning

Draw the Night Sky is an educational video game developed by Kennesaw State University students in collaboration with the U.S. Army Corps of Engineers. Designed to teach real-time constellations using data from the Yale Bright Star Catalog, the game allows players—especially children—to interactively explore and draw constellations guided by a celestial character named Stella.

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Professor develops video games to teach college students about sexual violence

Virginia Commonwealth University professor Adrienne Baldwin-White is transforming sexual violence education through a browser-based video game she developed. Designed after extensive research on gender-based violence, the game immerses students in real-life scenarios to promote empathy and informed decision-making.

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Go beyond play and engage students with game-based learning

Game-based learning is a student-centered approach that boosts motivation, collaboration, and engagement by turning learning into an interactive, enjoyable experience. It involves using purposefully designed games that align with specific learning outcomes, while gamification adds game elements (e.g., points, badges, leaderboards) to non-game tasks to increase motivation.

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From warzones to lockdown, board games can give a sense of control amid chaos

During the pandemic, board game journalist Tim Clare realized how vital games were to his well-being, offering comfort, connection, and a sense of control during chaotic times. He and others, like professor Scott Preston, highlight that board games differ from books, films, or even video games by allowing players to make meaningful choices and interact face-to-face.

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"Murders On The Stage, Tortures, Woundings, And The Like": Dungeons & Dragons Adventures As Tragedy

This piece argues that Dungeons & Dragons (D&D) adventures function as Aristotelian tragedies, with catharsis and wonder as their central goals. Drawing on Poetics, the author suggests adventure writers act as dramatists, crafting morally complex stories that prioritize player agency. D&D’s immersive, participatory nature makes it superior to passive storytelling forms like Epic poetry.

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I invented games to help students learn Mathematics— Humphrey Ochulor

Humphrey Ochulor, a mathematics educator and PhD student at Purdue University, discovered his passion for math after secondary school, inspired by a teacher’s engaging methods. Initially interested in chemistry, he shifted focus to mathematics and education, studying at Alvan Ikoku and Enugu State University.

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How Tabletop War Games Build Strategy and Community

Matthew Keeler, an Army Reserve NCO, first got into tabletop gaming through fantasy figurines with friends, later discovering Warhammer 40,000. He was drawn to its deep strategy and sci-fi themes. Unlike simplified games like Risk, 40K emphasizes complex mechanics and long-term strategic thinking, offering lessons in planning, risk management, and decision-making that Keeler found useful in his military career.

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Board game created in collaboration with Welsh university wins international award

Legless in London, a board game developed by Dr. Ryan Sweet and Focus Games, won the Best Board or Tabletop Game for Impact at the 2025 Games for Change Awards. Based on Dr. Sweet’s research on disability history, the game immerses players in the lives of lower-limb amputees in Victorian London, challenging them to achieve personal goals.

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