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.
Read MoreSheffield’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.
Read MorePlaying games may help seniors keep their minds sharp by stimulating cognition and encouraging social interaction, though research is not yet definitive. Studies suggest activities like web-based crosswords can improve cognition and reduce brain shrinkage, while board games offer social benefits and serotonin boosts.
Read MoreA 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...
Read MoreIBM 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.
Read MoreA study in JMIR Serious Games suggests that light-hearted video games may help young adults cope with burnout. Focusing on emerging adults facing academic, financial, and social pressures, researchers examined whimsical Nintendo games like Super Mario Bros.
Read MoreSettlers 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.
Read MoreSaving for emergencies is widely advised, yet many Americans lack sufficient funds: 37% can’t cover a $400 expense, and fewer than half have adequate emergency savings. Rising costs and financial stress make saving feel overwhelming, but starting small—such as $10 a week—can build momentum.
Read MoreThe author reflects on the joy of playing board games with family, using a late-night UNO match as an example of how games create laughter, connection, and lasting memories. While board games have long brought families together, the rise of video games and screen-based entertainment has reduced in-person interaction.
Read MoreAn 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.
Read MoreGamification 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...
Read MoreThe 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.
Read MoreToyota 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.
Read MoreClassic 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...
Read MoreCompany 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.
Read MoreDigital 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.
Read More“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.
Read MoreThe 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...
Read MoreRifat 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.
Read MoreGame-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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