A Canadian study published in Psychological Medicine found that school-age boys who spend more time playing video games show decreased academic motivation in reading, writing, and math. Tracking 1,631 children from ages 7 to 10, researchers observed that each additional hour of gaming at age 7 predicted a 2% drop in motivation by age 8, a trend not seen in girls.
Read MoreIncorporating video games into K-12 classrooms can boost student engagement and foster learner-centered environments, says William Watson of Purdue University. With 85% of U.S. teens playing video games—many daily—Watson argues that leveraging this familiarity can enhance learning.
Read MoreThe author reflects on a conversation with their 12-year-old son, a devoted Minecraft player, about the evolving nature of childhood, learning, and social connection. While expressing concern over rising prediabetes and reduced physical activity among youth, the author acknowledges that today’s kids socialize and learn differently.
Read MoreVideo games offer significant cognitive, social, and emotional benefits for kids and teens. Expert Jeff Knutson emphasizes the power of play-based learning, noting that games foster exploration, creativity, problem-solving, and resilience.
Read MoreIn the 1990s, video games were viewed with skepticism, often associated with negative outcomes. However, over time, video games have evolved, shifting from single-player experiences to live service games designed to keep players engaged for long periods, often through psychological techniques and in-game purchases like loot boxes.
Read MoreThe 2024 Manchester Science Festival featured a series of interactive events, including video games developed by the NOVARS Research Centre at The University of Manchester. These games focused on sustainability issues, such as fast fashion, mangrove tree restoration, and renewable energy.
Read MoreThe APA article discusses the growing importance of inclusivity and ethical considerations in video game design. It highlights how developers are increasingly focusing on creating games that are more representative of diverse cultures, genders, and experiences.
Read MoreSarah Stang hopes to use her new role as Assistant Professor with Brock University's Centre for Digital Humanities to help equip the next generation of game designers with the knowledge they need to make gaming more diverse.
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