University of Queensland researcher Achintha Abayasiri is exploring how virtual reality (VR) games, like VR table tennis, can enhance balance rehabilitation by making exercises more engaging and effective. His study assessed participants’ balance using a VR headset while introducing subtle visual challenges to encourage postural adjustments.
Read MoreA study by media psychologists from the University of Cologne found that digital games can effectively educate people—especially those without depression—about the illness and reduce stigma. Participants who watched game clips about depression reported increased knowledge, emotional impact (like sadness and empathy), and motivation to learn more.
Read MoreResearchers used a high-tech simulation to study how seals navigate in dark, murky ocean waters. In a German lab, three seals watched a screen displaying moving starlike points, mimicking underwater movement.
Read MoreHomeward is a board game developed by ULI Boston to teach players about housing development trade-offs in suburban contexts. Players, working in teams, design communities on a blank slate, drawing goal cards focused on sustainability, mobility, and affordability.
Read MoreAce of Hearts, a serious video game developed at Falmouth University, aims to help youth explore mental health issues stemming from childhood adversity. Part of the ATTUNE program, the game fosters open conversations around topics like bereavement and poverty.
Read MoreThe Urban Labor-a-tree game, co-authored by Joanne Morris and Jennifer Aghaji, is transforming urban tree planning into a participatory, educational experience. It enables communities to imagine and design inclusive urban treescapes.
Read MoreBoard games are being embraced as strategic tools in corporate training, offering immersive experiences that enhance communication, collaboration, and critical thinking. This article explores how game-based learning outperforms traditional methods in engagement and retention.
Read MoreGame-based learning transforms corporate training by replacing passive content with active skill development. Leveraging motivation, competition, and interactive challenges, it boosts engagement, retention, and real-world application.
Read MoreA recent study found that the board game Dixit helps autistic individuals express thoughts and emotions using illustrated cards. Researchers asked 35 autistic participants to choose cards representing autism and explain their choices.
Read MoreGamification adds game elements like points, feedback, and storylines to non-game learning contexts, while game-based learning uses actual gameplay to enhance knowledge and skills. Both approaches boost motivation, engagement, and real-world skill development when thoughtfully aligned with learning goals.
Read MoreGaming offers more than entertainment—it can enhance cognitive skills, regulate stress, and provide insights into mental health. Max Birk, associate professor at TU/e, explores how games like Tunnel Runner and League of Legends reveal and influence mental processes such as inhibitory control.
Read MoreA new study shows that resisting misinformation over time depends more on memory than motivation. While fact-checking helps, it often fails when false claims match personal beliefs. The researchers tested text, video, and game-based interventions aimed at “prebunking” misinformation.
Read MoreAt Anderson County Career and Technical Center in Clinton, Tennessee, students are learning to operate bulldozers through a virtual simulator. The Caterpillar simulator provides realistic, hands-on training without the risks of live equipment, helping students gain experience safely and affordably.
Read MoreThe 2026 Board Game Design Virtual Summit (Feb 3–9) offers aspiring and experienced designers expert insights, live Q&As, and lifetime access to sessions. Hosted by Joe Slack, the event features 20+ industry leaders covering game development, publishing, crowdfunding, and more. Multiple pass options are available, including free access.
Read MoreCity Bus Manager uses real-world OpenStreetMap (OSM) data to simulate public transportation in players’ actual cities, creating a strong emotional connection and sense of responsibility. Similar games like Global Farmer and NIMBY Rails use OSM to allow players to manage farms or rail systems in familiar locations.
Read MoreIn Shkodër, Albania, many young people feel powerless and disengaged from civic life, believing they can’t influence change. This mindset began to shift for the author during an internship at GO2 Albania, where they learned about civic rights and the importance of youth participation.
Read MoreA University of Saskatchewan team developed Homesteaders, a tabletop game that immerses players in the challenges of prairie settlement in late 19th- and early 20th-century Canada. Designed to foster historical empathy and awareness of systemic inequality, the game won the 2025 D2L Innovation Award in Teaching and Learning.
Read MoreThe 2022 Buffalo mass shooting, livestreamed by white supremacist Payton Gendron, reflects a disturbing historical pattern of racialised violence designed for public spectacle. From 19th-century lynchings to modern digital massacres, white supremacists have exploited communication technologies—newspapers, telephones, social media—to publicise, gamify, and celebrate violence against Black people.
Read MoreThe video game industry is undergoing a profound transformation as artificial intelligence redefines how games are developed and experienced. With companies like Microsoft, Google, and Amazon leading the charge, AI is being used to generate environments, scripts, and even responsive NPCs.
Read MoreSub-Verge is a tense, narrative-driven puzzle game by Zach Dodson, featuring a deep-sea conflict where players must unify divers amidst looming danger. Debuting at LudoNarraCon, the game ties into Dodson’s prequel novella Subtle Mind.
Read More