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Playing with purpose: ISU student’s research explores therapeutic uses of video games

Tasnim, a doctoral candidate at Idaho State University, specializes in serious games—purpose-driven games designed to support learning and emotional well-being. Inspired by research in human–computer interaction, AR/VR, and immersive technologies under mentor Farjana Eishita, she developed games integrating cognitive behavioral therapy (CBT) techniques.

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City spearheads drive for video games archive

Sheffield’s National Videogame Museum is launching Behind the Screens, the UK’s first national archive of video game design, supported by the British Film Institute’s Screen Heritage Fund. The project will survey materials held by development studios and build a networked archive to preserve them for future generations.

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Why the Homeland Security Workforce Must Learn to “Play Games” to Prepare for 21st-Century Threats

A cascading crisis—wildfire, blackouts, disinformation, and cyberattacks—illustrates today’s complex security threats and the need for better training. A two-year Duke University study found immersive simulations outperform traditional methods like webinars and tests. In a national security course using the Acceleration game, students and professionals navigated evolving geopolitical scenarios...

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Game-based Learning for Employees?

IBM is exploring avatar-mediated 3D environments and MMORPG-like spaces as tools for employee learning, viewing the emerging metaverse as a testing ground for future business models and leadership practices. Research suggests work is shifting toward flexible, project-based collaboration, making immersive, experiential learning increasingly valuable.

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The popular board game that helps build resilience and problem-solving

Settlers of Catan is a strategy board game that has transformed modern gaming since 1995 and offers more than entertainment. By simulating social and business environments, Catan helps players develop strategic thinking, resource management, negotiation, adaptability, and resilience. Players analyse contexts, manage limited resources, differentiate strategies, and collaborate or compete to achieve goals. The game mirrors real-world uncertainty and decision-making, making it a powerful tool for game-based learning.

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Gujarat: Competition-based word games spark interest in language learning among students

An innovative language-learning initiative at Jadiana Primary School in Chhotaudepur, Gujarat, is helping young students strengthen their vocabulary through play. The activity, “Chal Bhaibandh Shabd Bhandol Check Kariye,” encourages children to form words from given letters in a friendly, team-based competition.

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Supporting participants when English is not their first language

Gamification can strengthen English language skills, improve learners’ attitudes and emotions, and build overall competence (Zhang & Hasim, 2023). In multicultural contexts like Australia, limited English can isolate migrants—especially women—and affect wellbeing. Sport offers a powerful space for connection, belonging, and recovery, but language barriers and fear of mistakes can discourage...

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NCDC Introduces Gamification Guide to Support Competency-Based Learning

The National Curriculum Development Centre (NCDC) has launched a new handbook aimed at helping pre-primary and lower primary teachers integrate gamification into classroom learning. Developed during Uganda’s transition to a Competency-Based Curriculum, the guide emphasizes learner-centered approaches that actively engage pupils in skills acquisition.

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Revealed: how Toyota uses retro-style games and prizes to urge US workers to lobby politicians

Toyota has used a gamified internal platform, Toyota Policy Drivers, to mobilize US employees and dealers to lobby politicians in support of its corporate policy goals, particularly opposing stricter environmental regulations. Workers earn points and prizes by playing retro-style games, engaging with company messaging, and contacting lawmakers using prepared talking points.

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Mario and Yoshi Improve Happiness, Fight Burnout More Than Bowser

Classic video games like Super Mario Bros. can help reduce stress and burnout in young adults by evoking childlike wonder and joy. In an always-on culture marked by financial pressure, social comparison, and rising anxiety, researchers found that nostalgic games offer a restorative escape. A study in JMIR Serious Games showed that Mario and Yoshi games improve happiness and lower burnout risk...

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Hasbro’s Secret Weapon for Training Its Next Leaders: A Board Game

Company leaders, using gameplay to simulate real executive decision-making under pressure. Participants, after an intensive crash course in business fundamentals led by senior executives, assume co-CEO roles and make strategic choices about hiring, investment, and growth, mirroring challenges of leading a major toy company.

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Learning Revolution: Can Gaming-Based Education Truly Boost Student Success?

Digital games are increasingly being recognized as powerful tools for education. This article explores how game-based learning can enhance student engagement, improve critical thinking, and foster deeper comprehension. Through real-time feedback, immersive simulations, and dynamic problem-solving scenarios, games provide experiential learning that traditional methods often lack.

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When Rivers Were Trails: Learning through interactive gaming

“When Rivers Were Trails” is an Indigenous-designed educational video game set in the 1890s, mirroring the mechanics of the classic Oregon Trail. Reviewed by Karl Hele, the game immerses players in the journey of an Anishinaabeg character fleeing colonized land while navigating cultural encounters, survival challenges, and historical injustices.

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UNESCO presents the educational game ‘African Diaspora’ in Cuba to promote new ways of teaching African history

The Casa de África Museum in Havana hosted the launch of African Diaspora, an educational game developed by artists, researchers, and teachers from Cuba, the Dominican Republic, and Venezuela under UNESCO’s General History of Africa project. Designed for schools and communities, the game teaches African and Afro-Caribbean history through cooperative, interactive play using maps, timelines...

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Playing with Purpose: ISU Doctoral Grad’s Research Explores Therapeutic Uses of Video Games

Rifat Ara Tasnim, a recent doctoral graduate from Idaho State University, focuses her research on serious games—games designed for learning, emotional well-being, and skill development rather than entertainment. With a background in computer science, she explored how integrating psychotherapeutic techniques like cognitive behavioral therapy into games can influence player emotions and outcomes.

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Four Lesser-Known Origins of Game-Based Learning

Game-based learning may seem modern, but many of its most effective principles were established decades ago. Early educational games like The Oregon Trail were designed as classroom tools aligned with curriculum and institutional needs, not entertainment products. Organizations such as MECC integrated games into statewide educational infrastructure, ensuring durability and relevance.

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