Lynn Potyen, owner of The GameBoard in Sheboygan, uses board games as tools for social connection and brain health. Inspired by her son's speech delay, she discovered strategic games that engaged him more deeply than traditional therapy.
Read MoreNationwide opioid overdose deaths are declining, partly due to increased naloxone (Narcan) use, but rural communities still struggle with access and response times.
Read MoreProject Chimera, developed by TU Graz’s Game Lab Graz, is a gamified learning environment designed to teach complex scientific and technological concepts through interactive storytelling.
Read MoreThis reflection explores the interplay between fail-fast innovation and early victories in learning and game design. While failing fast fosters discovery and adaptation in complex, uncertain environments, early wins build confidence and motivation, especially in structured disciplines.
Read MoreA new MIT study reveals that public views on data privacy are flexible and context-dependent. Using a game called Data Slots, researchers found that people value data privacy differently depending on use-case, with personal mobility, health, and utility data rated most sensitive.
Read MoreTabletop games—ranging from board and card games to RPGs like Dungeons & Dragons—offer immersive, screen-free ways to socialize, build skills, and foster creativity. Far from outdated, tabletop gaming is a growing $19.5 billion industry, expected to reach $34.1 billion by 2030. In schools, these games support emotional well-being, teamwork, critical thinking, language development, and confidence.
Read MoreTraditional corporate training is often seen as dull and ineffective, but serious games are changing that. These purpose-driven games go beyond gamification by simulating real-world challenges, encouraging critical thinking, and providing safe environments for skill practice.
Read MoreA Bronx public school piloted a 14-week afterschool video game design program to improve literacy among third and fourth graders. Using a curriculum from Work ED, students created game storylines, characters, and maps, practicing complex sentence structures and expanding vocabulary.
Read MoreThe Australian STEM Video Game Challenge (STEM VGC) engages students in Years 3–12 to design video games, fostering STEM interest and real-world skills. Now in its 11th year, the free national competition develops technical and soft skills like teamwork and problem-solving.
Read MoreThe Future Coasts Aotearoa game, launched in New Zealand, lets players experience the long-term impacts of climate change—like sea-level rise and flooding—through role-play in coastal and lowland communities.
Read MoreLushfoil is a peaceful, photography-focused walking simulator where players explore beautifully rendered environments and capture scenic images with virtual cameras. Free from combat or time pressure, it emphasizes relaxation, creativity, and self-paced discovery.
Read MoreThis week at Edison Academy, Cyber students transformed their classroom into a fully functioning arcade as part of the innovative “Classroom Arcade” project. Led by Mr. Aaron King, students from Network Administration, Cisco, and Exploring IT classes spent the year planning, designing, and building games.
Read MoreMeeNa Ko, a video game designer and Stockton University instructor, aims to make game design more accessible, emphasizing that coding isn't required to create games. Ko, with experience at Disney and Microsoft, organized Stockton’s first Game Jam, where over 30 students created games in one week around the theme “Prototype Gone Wrong.”
Read MoreBoard 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.
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