Learn the best ways to gear for Karazhan in WoW TBC Anniversary. Discover dungeon farming, reputation rewards, crafting, and fast gearing strategies.
Read MoreOn June 14, the Regional Museum of Natural History, Bhopal, held interactive sessions as part of its Summer Nature Study Programmes — Green Cub and Green Teen — to promote environmental awareness. Green Cub participants played educational games on topics like waste segregation and water conservation, led by Dilip Kumar Chakravarty.
Read MoreGame designers in Cornwall, in collaboration with Falmouth University and the ATTUNE project, are developing Ace of Hearts, a “serious” video game aimed at helping young people process adverse childhood experiences such as poverty, bereavement, and substance abuse.
Read MoreTextArena is an open-source platform developed by A*STAR and IBM to test and improve large language models (LLMs) through over 24 competitive, text-based games. Designed to assess soft skills like negotiation and empathy—areas where LLMs traditionally struggle—the platform promotes real-time evaluation in dynamic environments.
Read MoreA study by ESPOL found that gamifying STEM education—specifically using weekly leaderboards—helped improve students' exam scores but did not boost their motivation or confidence in problem-solving.
Read MoreSingapore’s government is embracing gamification to boost civic engagement and community participation. Through platforms like CrowdTaskSG, initiatives such as the SG Youth Plan Quest and Great Budget Meal Hunt incentivize citizen input via surveys, tasks, and games, rewarding users with virtual coins, XP, and prizes.
Read MoreArlington residents are invited to play Growing a Better Arlington, an interactive board game designed to engage the community in city planning. Hosted at the George W. Hawkes Downtown Library, the game helps players explore growth scenarios by simulating decisions on housing, jobs, and public amenities using private and shared funds.
Read MoreTo address challenges in training over 3,000 nursing students across nine sites, a demonstrator project integrated game-inspired elements with active, reflective learning. Instead of gamifying for attention, the design used narrative, challenge, feedback, and exploration to foster clinical reasoning and engagement.
Read MoreUK higher education is seeing a 6% decline in enrolment, prompting universities to adopt gamification and game-based learning to boost student engagement and retention. Gamification uses elements like badges and leaderboards, while game-based learning involves immersive simulations.
Read MoreIn Gaming Cancer, Jeff Yoshimi explores how video games can support real-world scientific research, particularly in cancer treatment. Citizen science games like Foldit and EteRNA allow players to solve complex biological puzzles, contributing to discoveries like RNA vaccine design.
Read MoreSince 2020, McKinsey's Game-Based Innovation Lab (GBIL), formed after acquiring Imbellus, has been developing digital games for recruiting and professional development. Their first game, Sea Wolf, is part of the Solve assessment, used to evaluate analytical thinking in over 300,000 candidates annually.
Read MoreMinecraft Education engages students across subjects through immersive, game-based learning that promotes creativity, collaboration, and critical thinking. Aligned with educational standards, it supports instruction in coding, AI, science, math, history, and more.
Read MoreRevenge on Gold Diggers, China’s first interactive anti-scam video game, follows Wu Yulun, a man seeking revenge after falling victim to a love scam. The game, which explores pig-butchering scams, went viral after selling over a million copies, praised for realism but heavily criticized for misogynistic portrayals of women.
Read MoreDraw the Night Sky is an educational video game developed by Kennesaw State University students in collaboration with the U.S. Army Corps of Engineers. Designed to teach real-time constellations using data from the Yale Bright Star Catalog, the game allows players—especially children—to interactively explore and draw constellations guided by a celestial character named Stella.
Read MoreVirginia Commonwealth University professor Adrienne Baldwin-White is transforming sexual violence education through a browser-based video game she developed. Designed after extensive research on gender-based violence, the game immerses students in real-life scenarios to promote empathy and informed decision-making.
Read MoreGame-based learning is a student-centered approach that boosts motivation, collaboration, and engagement by turning learning into an interactive, enjoyable experience. It involves using purposefully designed games that align with specific learning outcomes, while gamification adds game elements (e.g., points, badges, leaderboards) to non-game tasks to increase motivation.
Read MoreDuring the pandemic, board game journalist Tim Clare realized how vital games were to his well-being, offering comfort, connection, and a sense of control during chaotic times. He and others, like professor Scott Preston, highlight that board games differ from books, films, or even video games by allowing players to make meaningful choices and interact face-to-face.
Read MoreThis piece argues that Dungeons & Dragons (D&D) adventures function as Aristotelian tragedies, with catharsis and wonder as their central goals. Drawing on Poetics, the author suggests adventure writers act as dramatists, crafting morally complex stories that prioritize player agency. D&D’s immersive, participatory nature makes it superior to passive storytelling forms like Epic poetry.
Read MoreHumphrey Ochulor, a mathematics educator and PhD student at Purdue University, discovered his passion for math after secondary school, inspired by a teacher’s engaging methods. Initially interested in chemistry, he shifted focus to mathematics and education, studying at Alvan Ikoku and Enugu State University.
Read MoreSaby Labor, manager of learning and development at California State University Fullerton, gamified an employee wellness program, where a “hydration bingo” game with a limited-edition water bottle prize became unexpectedly popular.
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