Board games, once seen as purely ludic and abstract, have evolved into a narrative medium capable of telling complex stories. Drawing from Marie-Laure Ryan’s metaphor of media as piping bags shaping formless stories, board games can now structure narratives uniquely, balancing gameplay (ludic) and storytelling (narrative) elements.
Read MoreSerious games are revolutionizing workplace learning by making training more engaging, practical, and effective. Unlike traditional methods, these purpose-driven games simulate real-world challenges, boosting retention, critical thinking, and skill application.
Read MoreSister Nivedita School in Ameerpet, Hyderabad, hosted a CBSE Capacity Building Programme on April 9, 2025, focusing on game-based learning and gamification. The one-day session aimed to enhance teaching methods by equipping educators with innovative tools to make learning more engaging.
Read MoreThis article explores the intersection of behavioral science and game design through the concept of "scientification of games." Using the card game Ghost Blitz, researchers analyze how cognitive psychology principles—like visual search, task switching, and stimulus-driven vs. expectation-driven processing—are embedded in gameplay.
Read MoreRecent research suggests video games—especially “cozy” games like Animal Crossing—can positively impact mental health by promoting relaxation and flow states. Playing for about an hour daily may improve life satisfaction, according to a Japanese study.
Read MoreTony Ford, a Black man now on Texas death row, found unexpected solace in Dungeons & Dragons (D&D), a fantasy role-playing game he first played as a teen in El Paso. After being convicted of a 1991 murder he maintains he didn't commit, Ford rediscovered D&D behind bars, where it became a mental escape from the harsh reality of solitary confinement.
Read MoreGame designer Henk Rogers discovered Tetris in 1988 and played a pivotal role in bringing it to the world, navigating Soviet bureaucracy and KGB surveillance to secure its rights. Although the Apple TV+ film about his story took creative liberties, Rogers appreciated the recognition it brought.
Read MoreA case study published in Education Sciences explores how AI-powered educational games can enhance K–12 writing instruction, particularly in STEM subjects and for students with disabilities.
Read MoreThis paper examines how self-identified lonely young adults interact with a modified game designed to prompt conversation and everyday activities. Through narrative analysis of these in-situ interactions, it reveals how loneliness manifests in different social contexts—either through shaped conversations or gaps in interaction.
Read MoreThe Role-Playing the Humanities event at the University of Cincinnati gathered scholars, students, and designers to explore how tabletop role-playing games (TTRPGs) enrich humanities education through empathy, collaboration, and experiential learning.
Read MorePlayful learning, while common in early childhood, has untapped potential in higher education. Engaging with objects fosters curiosity, critical thinking, social learning, and intrinsic motivation. This hands-on, multisensory approach contrasts rigid gamified methods, encouraging experimentation and flow—a deeply focused, mindful state.
Read MoreA recent study led by cognitive scientist Charley Wu used the video game Minecraft to explore how individual and social learning interact. Over 100 participants played customized scenarios where rewards were either clustered or random, influencing their tendency to learn from others.
Read MoreRachel Feltman explores the growing popularity and therapeutic potential of Dungeons & Dragons (D&D). Originally a niche fantasy game, D&D surged during the pandemic, becoming both entertainment and emotional outlet.
Read MoreIndia’s vast education system—housing over 1.49 million schools and 265 million students—is shifting toward digital, skill-focused models. Traditional classrooms fall short of preparing learners for a rapidly changing workforce.
Read MoreThe author reflects on their childhood fascination with the Nintendo Game Boy and how gaming sparked engagement and learning. Now, as a parent, they recognize both the benefits and risks of digital games for children. Gamified learning—integrating game elements into education—offers a powerful way to engage Africa’s youthful, mobile-first population by transforming passive learning into active, immersive experiences. Examples include role-playing African history or coding challenges.
Read MoreAbraham Rubio, a first-generation college graduate from Montclair State University’s Bloomfield College, discovered his passion for coding through Minecraft modding at age 10. Initially majoring in Game Design, he shifted to Computer Science and Game Programming to focus on the technical side.
Read MoreWhere in the World is Carmen Sandiego? revolutionized educational gaming when it launched in 1985 by blending geography, history, and culture into an engaging detective adventure. Unlike dull early edutainment, it used real-world clues, graphics, and a World Almanac to foster research and critical thinking skills.
Read MoreClarkFEST Spring 2025 will showcase over 140 undergraduate research projects through posters, presentations, and interactive exhibits on April 23. Topics range from HIV/AIDS in Worcester and the Spanish Civil War to the ethics of data mining.
Read MoreDuring the April 2025 Unit Training Assembly at Hill Air Force Base, the 419th Fighter Wing conducted small-group Rehearsal of Concept (ROC) drills using a tabletop strategy game. Airmen collaborated across roles to solve scenario-driven challenges involving austere, remote environments, focusing on resourcefulness and coordination.
Read MoreAt the University of Maryland, the course Games as Emergent Experiences uses video games as homework to explore how design elements like characters, music, and aesthetics shape player immersion.
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