Seton Hall University’s Teaching, Learning and Technology Center (TLTC) is integrating gamification into teaching and training to boost engagement, collaboration, and skill development.
Read MoreKōnane, an ancient Hawaiian board game once banned after the 1893 U.S.-backed overthrow of the Hawaiian monarchy, is being revived by John Kaʻohelauliʻi, who teaches it at fairs and schools across Kauaʻi. Seen as both strategy and heritage, Kōnane embodies Hawaiian values of patience, wisdom, and resistance.
Read MoreIn Japan, factory workers at Maruwa now play video games while working, thanks to Real Focus Synergy, a gamified productivity tool by Nissho Denki Seigyo. The software links real-life work—loading bed sheets—directly to an idle-style video game where in-game progress depends on continuous real-world activity.
Read MoreA 2025 Censuswide study of 8,001 consumers found that over 25% play board games weekly. About 64% use games to connect with family, and 53% seek them for escapism—rising to 65% among U.S. participants. Asmodee CEO Thomas Koegler highlighted tabletop games as sources of imagination, wellbeing, and togetherness.
Read MoreiCivics and the Colonial Williamsburg Foundation have launched Investigation Declaration, a free, award-winning online game that teaches how Enlightenment ideas shaped the Declaration of Independence and inspired global movements for freedom.
Read MoreChoosing a reliable Bitcoin gambling site in 2026 means focusing on security, licensing, provably fair games, fast payouts, and transparent bonus terms. Players should compare game quality, payment flexibility, and withdrawal policies carefully. Researching these factors helps avoid scams and ensures a safer, smoother, and more rewarding crypto gambling experience.
Read MoreThe author reflects on how playing board games like Werewolf, Settlers of Catan, Risk and others lets her adopt a “sociopath”-persona: lying, back-stabbing, manipulating friends, all in the service of amusement and victory.
Read MoreLittoral Commander: The Baltic is a tabletop wargame simulating a potential Russian invasion of the Baltic region around 2030. Designed by Marine veteran Sebastian Bae, it explores modern warfare dynamics involving drones, missiles, and cyber operations.
Read MoreThe 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.
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