The article explores how queerness and games intersect as forms of creativity, resistance, and representation. It highlights that queer and trans Australian game designers use games to express identity, challenge norms, and create safe, inclusive spaces.
Read MoreThis narrative review explores how board games and gamification support health education, diagnosis, and therapy across age groups. Evidence shows that in elderly populations, games aid cognitive maintenance and early dementia detection; in adults, they improve preventive care, chronic disease management, and rehabilitation; and in children...
Read MoreSuper Mario Bros, released in 1985, revolutionized gaming by defining the side-scrolling platformer and showcasing masterful level design. World 1-1, crafted by Shigeru Miyamoto and Takashi Tezuka, serves as a seamless tutorial, teaching movement, jumping, enemy interaction, and item use through intuitive play rather than explicit instruction.
Read MoreIdaho State University researchers and students are developing Lit-VR, a serious virtual reality game that immerses players in Renaissance-era London to explore English literature.
Read MoreDr. 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.
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