Dr. Jacob Wolf, a clinical assistant professor at the University of Florida, developed the Empiric Small Animal Veterinary Card Game to make learning antimicrobial treatments more engaging for veterinary students. Adapted from a medical student tool, the game encouraged active participation, collaboration, and confidence in clinical decision-making.
Read MoreThe study by Guala, Nielsen, and Bul explores “Maze Out,” a serious game designed to support individuals with eating disorders through interactive, therapeutic gameplay. By immersing players in emotional and cognitive challenges, the game encourages self-reflection, emotional awareness, and behavioral change.
Read MoreA standard 52-card deck can be arranged in 52! (about 8×10⁶⁷) unique ways—so vast that it’s practically impossible for two people, even across all of human history, to shuffle cards into the same order. This illustrates how quickly numbers grow and how improbable repetition becomes.
Read MoreIdaho State University is developing Lit-VR, a virtual reality “serious game” that lets students explore 17th-century London to study classic authors like Austen, Dickens, and Shakespeare.
Read MoreThe City College of New York launched its Bachelor of Science in Digital Game Development with a symposium highlighting the video game industry’s role in boosting NYC’s economy and workforce diversity.
Read MoreTeacher Jude Nzemeke from Southend High School for Boys argues that video gaming should be seen as a “gateway into computer science,” not a waste of time. Working with Digital Schoolhouse, he taught Year 6 pupils at Prince Avenue Academy to design and program games, bridging the gap between primary and secondary computer science.
Read MoreA recent randomized controlled trial published in Alzheimer’s Research & Therapy examined whether adding ‘Brain-IT’ exergame training to standard care could enhance cognition in older adults with mild neurocognitive disorder (mNCD).
Read MoreThe Neurodiversity in Tech (NDTech) summer internship at UC San Diego’s Qualcomm Institute empowers young adults on the autism spectrum by building technical and professional skills for careers in video game development.
Read MoreEducational apps have revolutionized learning by making it more personalized, engaging, and accessible. Unlike traditional methods, these digital tools use AI to tailor lessons to each learner’s strengths and weaknesses, while gamification keeps students motivated through rewards and challenges.
Read MoreGame design criticism remains largely subjective, often tied to nostalgia and comparisons with past classics. The author argues that effective design analysis requires understanding developer intent, genre philosophy, and player engagement rather than labeling games as simply good or bad.
Read MoreAbilitie’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.
Read MoreTraditional cybersecurity training often fails to engage employees, leading to poor retention and weak security awareness. Anna Collard of KnowBe4 Africa argues that gamification transforms this by making learning interactive and emotionally engaging.
Read MoreIn 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.
Read MoreGamification—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.
Read MoreIn 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.
Read MoreFinland-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.
Read MoreArizona 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.
Read MoreRecent research suggests that traditional board games may help slow cognitive decline in dementia patients. A meta-analysis reviewing multiple studies found that mentally engaging games, such as chess, could benefit brain function, though results may vary depending on genetic and biological factors.
Read MoreIn 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.
Read MoreA rediscovered 10th-century Viking game piece carved from walrus tusk suggests that Viking elites took great pride in grooming. The small figurine, possibly depicting King Harald Bluetooth, shows a neatly braided goatee and waxed, upturned moustache—an unusually detailed portrayal of facial hair for the era.
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