Bioware's Dragon Age: The Veilguard was meant to be a redemption for the studio but sparked controversy after being targeted by a vocal anti-diversity group, reminiscent of the Gamergate movement. This "Gamergate 2.0" backlash, criticizing diversity in games, continues to influence the gaming industry.
Read MoreSeyahat: A Journey to Mecca," a free-to-play 2D RPG created by Central Connecticut State University history professor Tyler Kynn, is now available on the Steam platform. The game serves as an educational tool, allowing players to explore the cultural history of the 17th-century Ottoman Empire and Islamic world.
Read MoreThe article discusses how game design at the AAA level has shifted, focusing more on analytics and creating the "perfect game" through numbers, rather than emphasizing the intangible "feel" of a game. It argues that game design isn't just about mechanics and metrics but about creating memorable experiences that resonate emotionally with players.
Read MoreThe article discusses the effectiveness of serious games in raising awareness about food waste and environmental issues. One example is "Face-the-Waste," where players answer food waste-related questions, with wrong answers resulting in food disappearing down a conveyor belt. This game provoked strong emotional reactions, highlighting the power of games to engage players beyond statistics.
Read MoreAyla Schwarz, an assistant professor in Digital Health, is exploring how gamification can encourage neighbourhood residents, particularly children, to exercise. Her research involves creating engaging, scientifically informed games that combine the digital and physical worlds.
Read MoreGeneBlocks, a board game developed by Malaysian researchers, uses gamification to make complex genetic concepts more engaging and accessible for students. The game transforms difficult topics like DNA replication and genetic inheritance into interactive, memorable experiences.
Read MoreGamification is reshaping how people engage with tasks, including financial markets. During the COVID-19 pandemic, businesses embraced gamified features like instant rewards and vibrant visuals to attract and retain customers, including in trading platforms.
Read MoreThe author reflects on how children effortlessly master video games, despite their complexity, highlighting their persistence, mental agility, and problem-solving skills. This observation connects to the achievement gap in education, especially in math.
Read MoreOn November 19, 2024, UNICEF launched the RITEC Design Toolbox, a set of free resources for the gaming industry to create digital play experiences promoting children's well-being. This initiative follows UNICEF’s research, showing that well-designed video games can positively impact children.
Read MoreGamification is becoming a powerful tool for marketers in the attention economy, helping brands engage consumers by tapping into their desire for agency, enjoyment, and reward. Traditional advertising struggles to capture attention, but gamification encourages active participation and builds deeper connections.
Read More4elements, a Montreal-based multimedia design studio founded in 2016, specializes in creating immersive, interactive experiences by blending technology, storytelling, and physical engagement. The studio focuses on gamified environments, allowing visitors to actively participate rather than passively observe.
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 MoreDepression and anxiety are major global health challenges, worsened by the COVID-19 pandemic. Digital health solutions, such as telehealth, mobile apps, and gamified interventions, offer accessible, cost-effective, and engaging alternatives to traditional mental health care.
Read MoreWar games are often misunderstood as predictive tools, but they are designed to help military planners explore complex problems, not predict outcomes. Using a Chinese invasion of Taiwan as a backdrop, these simulations expose weaknesses in U.S. defense strategies, technology gaps, and adversary capabilities.
Read MoreTetris Forever celebrates the timeless perfection of Tetris, starting with its original 1984 version on the Electronika 60. The compilation highlights various iterations of the game over four decades, showcasing its evolution and the ongoing quest to improve perfection.
Read MoreRowan University launched a Bachelor of Arts in Esports, one of only 20 U.S. universities offering such a degree. The program, housed in the Ric Edelman College of Communication & Creative Arts, features tracks in communication, business, and computing. It prepares students for careers in the rapidly growing esports industry, projected to exceed $9 billion by 2032.
Read MorePlay is a fundamental activity seen in both humans and animals, with evidence of structured games dating back thousands of years. Early games, like the Mancala-like game found on 11,000-year-old limestone, often had ritualistic or divinatory purposes. As civilizations emerged, games like the Royal Game of Ur and Senet were played.
Read MoreIn Singapore, interactive booths by Eyeyah! at the POSB Your Neighbourhood Carnival taught children financial literacy, focusing on topics like scam prevention, password security, and digital safety. The event featured VR games, budgeting challenges, and financial workshops.
Read MoreGamification in the workplace boosts employee engagement, motivation, and productivity by transforming routine tasks into fun challenges. It uses game elements to make activities more engaging and encourages positive competition or collaboration.
Read MoreJeremy Red Eagle, an enrolled member of the Sisseton Wahpeton Oyate, is dedicated to revitalizing Indigenous traditional games, focusing on Plains Style archery and lacrosse. Since 2007, he has worked with the International Traditional Games Society to restore these games, using play-based learning programs to educate Native youth.
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