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Abilitie Launches Director Challenge: An Immersive Training Simulation for Leaders of Leaders 

Abilitie’s Director Challenge, launched on September 3, 2025, is a simulation-based development program for senior leaders that focuses on coaching and empowering team managers. Participants navigate real-world leadership challenges—balancing performance, culture, and strategic decision-making—through interactive, cohort-based gameplay.

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Gaming Smartphone Repair vs Replace Wfla.comment: What Saves More Money in 2026

In 2026, smartphones rival consoles are costly to maintain. Gaming accelerates wear, driving repair costs up to half a device’s value. While repairs can restore performance, aging hardware and hidden replacement costs complicate decisions. Choosing between repair and replacement depends on usage, performance needs, sustainability, and long-term value considerations.

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Enhancing Medical Education through Gamification and Innovative Technologies 

Gamification—the use of game elements like points, leaderboards, and interactivity—is transforming medical education by increasing engagement, motivation, and knowledge retention. Traditional, lecture-based learning often fails to meet modern healthcare demands, but gamified approaches using tools such as AR, VR, and quizzes make education experiential and personalized.

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Free Utah program helps preschoolers learn to read through fun games 

In Taylorsville, Utah, the nonprofit Waterford offers Upstart, a free, state-funded online reading program that helps 4-year-olds build early literacy skills through gamified lessons featuring Rosie and Rusty Raccoon. Parents like Brooke Hussey praise it for making learning fun and engaging while supporting readiness for kindergarten.

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School of Gaming expands team to support global Minecraft learning community

Finland-based School of Gaming (SOG) has grown from three to nine staff in 2025, offering online after-school activities, clubs, and camps for children aged 7–18 using Minecraft and other games to promote learning. As a Microsoft-certified Minecraft Education Edition partner, SOG emphasizes game-based learning to develop personal and social skills while fostering positive gaming culture.

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New AI and gaming education initiative to expand access to technologies worldwide

Arizona State University (ASU) has partnered with Aethir, a global leader in AI infrastructure, to advance the use of AI and blockchain in education through ASU’s Endless Games and Learning Lab. Aethir will provide up to $3 million in computing resources to support student-led projects and research beginning in 2025–26.

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Game-Based Learning Tackles Antimicrobial Resistance

In spring 2025, Karolinska Institutet partnered with CAPTRS to introduce the AMR Knowledge Space Game into its biomedical communication course, marking its first use in education. Led by Dr. Giulia Gaudenzi and Dr. Matthew Kirkham, the pilot engaged Master’s students in exploring antimicrobial resistance (AMR) through collaborative, game-based learning.

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Study finds video games lead to decreased learning interest in boys

A Canadian study published in Psychological Medicine found that school-age boys who spend more time playing video games show decreased academic motivation in reading, writing, and math. Tracking 1,631 children from ages 7 to 10, researchers observed that each additional hour of gaming at age 7 predicted a 2% drop in motivation by age 8, a trend not seen in girls.

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The historic library with a big green dragon: TCB Games is creating a sense of wonder in Huntington

TCB Games, a beloved game store in Huntington, Indiana, has operated for nearly 30 years out of a historic Carnegie Library, recognized by its green dragon head, "Charlie." Owner Todd Nightenhelser has built the store into a hub for geek culture, hosting events like Dungeons & Dragons campaigns and Magic: The Gathering nights.

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