This text explains what community is, how it forms, and why online communities—especially in games—are powerful modern gathering spaces. It describes how culture, socialization, and “third spaces” shape interactions, and how avatars and anonymity influence identity and communication.
Read MoreThe OECD Education Working Paper No. 335 examines how digital technologies—programming, media literacy, gaming, extended reality, and AI—impact student learning and motivation. It emphasizes that technology alone cannot transform education; effective pedagogy, teacher competence, and equitable access are crucial.
Read MoreVideo games, often dismissed as trivial entertainment, can produce lasting, meaningful effects. In a University of Washington study of 166 gamers, 78% reported that impactful gaming experiences changed their lives.
Read MoreGamification is often misunderstood because it overlaps with related concepts like serious games, play, and gameful or playful design. Originally defined as adding game elements to non-game contexts, its interpretation has evolved to sometimes include full game experiences.
Read MoreBringer of Clouds and Rain is a Chinese educational board game that teaches players about climate change through myth, strategy, and cooperation. Guided by a “Dragon King” host, players from two nations develop industries while managing carbon emissions to avoid disasters.
Read MoreResearchers at the Manawatū-based GRAIL lab are studying how tabletop games—such as boardgames, role-playing games and wargames—support wellbeing, learning and social connection. A nationwide survey of players aged 16+ aims to map gaming habits, motivations and personality traits in Aotearoa and compare them internationally.
Read MoreVirtual learning is becoming a lasting part of education, and researcher Matthew Schmidt of the University of Georgia is advancing it through Gaming 4 Good, a project that uses video game–based learning to engage neurodivergent students in STEAM subjects.
Read MoreThe Crawling Dead is a new educational desktop game that turns parasitic wasps into ecological heroes, teaching players about their vital role in pest control. Developed by UCF computer science students and based on Professor Barbara Sharanowski’s research, the game blends biology with interactive learning.
Read MoreSeton 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.
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