The 4th Bootcamp #Pascualchallenge: Social Fictions and Role-Playing Games allowed students to apply theoretical knowledge in a hands-on, challenge-based environment. By designing a role-playing game based on Colombian mythology, participants bridged academic learning with real-world application, focusing on narrative creation, game mechanics, and design.
Read MoreIn graduate education, particularly in secondary education, studying games and play can challenge the prevailing emphasis on standardized learning and assessment. Games encourage active, imaginative, and risk-taking learning, moving students beyond passive approaches.
Read MoreResearchers at Northeastern University explored how some tabletop roleplaying games (TTRPGs) are prioritizing queerness and inclusivity, offering lessons for mainstream games like Dungeons & Dragons (D&D). While D&D has taken steps toward inclusivity, it still faces criticism for its history with race and gender.
Read MoreSir Demis Hassabis, Britain’s latest Nobel laureate in chemistry, began his tech career as a teenage video game developer, co-designing the 1994 hit Theme Park.
Read MoreAs children spend more time on digital platforms, apps, and games, they are exposed to subtle psychological tricks designed to keep them engaged. Features like infinite scrolling, auto-play, and rewards such as badges and points trigger dopamine release, making it harder for kids to disengage.
Read MoreSince COVID-19, there has been a push to better prepare for future pandemics. Bill Gates emphasized the need for proactive planning, comparing it to firefighting drills.
Read MoreThe video game Black Myth: Wukong, based on the Chinese novel Journey to the West, quickly became one of the fastest-selling games of all time, with over 18 million copies sold in its first weeks.
Read MoreThis study explores how rituals in Dungeons & Dragons gameplay are affected by transitioning from face-to-face (FTF) to remote digital modes. Using Collins' four elements of rituals (body co-presence, mutual attention, barriers to outsiders, and shared mood state), it finds that while rituals remain in both settings, they transform significantly.
Read MorePBS Kids has released a new online game, Dicey Escape, where children ages 5 to 7 can play as special agents in escape rooms, solving math problems to defeat a villain. The game is designed with input from Kelly S. Mix, a University of Maryland professor who specializes in early math development.
Read MoreThe Games in Schools program, launched by the Romanian Video Game Developers Association (RGDA) in 2022, helps secondary school students learn subjects like history and geography through video games. Initially targeting rural areas, the program has now expanded to include hundreds of teachers nationwide. With support from UniCredit Bank and the Ministry of Education, the program offers teacher training on using video games in classrooms and even introduces students to game development.
Read MoreThe video game industry is currently flooded with remastered classics like Tomb Raider, Silent Hill 2, and The Last of Us, tapping into a wave of monetized nostalgia.
Read MoreDigital platforms, including games and social media, often use persuasive design techniques to keep users engaged, sometimes at the cost of their well-being. Features like auto-play, infinite scrolling, rewards, and streaks encourage prolonged use by triggering dopamine releases, making users crave more content.
Read MoreAI tools like ToxMod and Bodyguard.ai are being used to detect and remove online abuse in real time, aiming to create safer digital spaces. While these AI systems can help combat online toxicity, including in games and social media, their effectiveness depends on ensuring transparency, privacy, and fairness.
Read MoreAlli Kennedy, a University of Canterbury graduate, created Sharenanigans, a board game designed to teach children aged nine and up about investing and the share market.
Read MoreGamifying employee training is becoming increasingly popular as companies strive to adapt to a changing business environment. By using technology, training becomes more engaging, interactive, and fun, leveraging human instincts toward competition and achievement.
Read MoreA systematic review and meta-analysis of 27 randomized controlled trials (RCTs) examining digital mental health interventions (DMHIs) with gamified elements found small but significant effects for ADHD (Hedges' g=0.28) and depressive disorder (Hedges' g=0.28) in over 2,900 youth.
Read MoreStudent engagement is key to academic success, and integrating AI with traditional methods like gamification and storytelling can enhance it. Gamification fosters personalized learning through feedback, collaboration, and competition, while storytelling makes learning immersive and memorable.
Read MoreGamification, the integration of game mechanics like points and leaderboards into non-game contexts, is gaining traction in the financial services industry.
Read MoreGamification applies game mechanics to non-game contexts to boost engagement and motivation, especially in corporate learning and development (L&D). It enhances employee training by improving information retention, reducing turnover, and increasing knowledge application.
Read MoreElizabeth Magie invented The Landlord's Game in 1904 as a critique of monopolists and economic inequality, inspired by the ideas of reformer Henry George. Magie, a progressive advocate for women’s rights and land tax reform, designed the game to highlight issues like land-grabbing.
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