During the project week “A Different Kind of Game Jam,” TUM students Anie and Rai created This Place Saves Lives, a game exploring marginalized realities within supervised drug consumption rooms. Inspired by real stories and research on gender-specific needs in drug services, the game places players in the role of staff managing limited resources while engaging with users’ personal narratives.
Read MoreThe article explores why the United States failed to win the Vietnam War through the lens of the tabletop wargame Vietnam 1965–1975. Despite overwhelming military firepower, the game demonstrates how terrain, insurgency, population support, political instability, and limits of public morale undermined U.S. success.
Read MoreThe article critically examines gamification in contemporary digital culture, arguing that while gamification can enhance motivation and engagement, it is often used manipulatively in today’s attention economy. By applying game-like elements such as points, streaks, and leaderboards, platforms encourage desired behaviors while masking deeper purposes, such as data extraction and profit generation.
Read MoreThe global board game market has surged in recent years, driven by post-COVID home activities, crowdfunding, digital fatigue, and the rise of board game cafés. This growth reflects an “analog game renaissance” marked by social reconnection, inclusivity, and innovation across age groups.
Read MoreScientists are increasingly using games in diverse ways that extend beyond traditional gamification. While gamification—applying game design elements to non-game contexts—has boosted engagement in education and health, recent research explores deeper uses of games as therapeutic tools, research methods, and public health interventions.
Read MoreBrown University offers several gamified, fully online and asynchronous courses that use storytelling, quests, and game elements instead of traditional exams. Designed by faculty in collaboration with learning designer Naomi Pariseault, these courses immerse students in fictional narratives aligned with learning objectives.
Read MoreMcPherson College students are launching EcoPyramid, an educational card game, nationwide through a Kickstarter campaign to fund large-scale production and retail distribution. Created in a spring 2025 Stewardship Seminar led by biology professor Dustin Wilgers, the game models ecosystem structures and has already earned a $10,000 Kansas Department of Wildlife and Parks grant to reach...
Read MoreGame designers and archaeologists have collaborated to create Carved in Stone: A Storyteller’s Guide to the Picts, an illustrated book exploring the complex society of early medieval Scotland’s Picts. Led by Brian Tyrell of Stout Stoat Press and archaeologist Dr Heather Christie, the four-year project draws on recent archaeological research and aims to challenge stereotypes...
Read MoreGamification can shift insurance wellness from predicting health outcomes to actively improving them. Like modern weather forecasting, actuaries can move beyond historical patterns to influence future results through targeted interventions. Gamified platforms such as YuLife engage users sustainably, collecting rich behavioural data and motivating healthier choices through game mechanics...
Read MoreA board game library in Plymouth called Character Creation supports children and young people with special educational needs and disabilities by providing a safe, inclusive space to learn and socialise. Housing over 1,000 games, the project helps develop skills such as maths, problem solving and communication through play.
Read MoreModern education faces declining student engagement, prompting interest in gamification and AI-driven personalization. Gamification can reframe learning as play, boosting motivation, persistence, and mastery through clear goals and feedback. However, when overemphasized, it risks shifting motivation from intrinsic curiosity to extrinsic competition and metrics.
Read MoreThe author recalls working in retail before rediscovering a childhood carrom board in a Melbourne op-shop, sparking memories of growing up in Karachi. Carrom, a traditional South Asian tabletop game, shaped lessons in patience, teamwork, and community through shared play with family and neighbours. The board’s textures and sounds evoke evenings spent playing by candlelight during power outages.
Read MoreUNESCO launched an innovative environmental education initiative at the Ranong Mangrove Forest Research Center in Thailand, combining augmented reality (AR) and virtual reality (VR) to teach students about marine ecosystems. Along a two-kilometre mangrove trail, 20 AR-enabled signboards illustrate tidal movements, mangrove biodiversity, and ancient marine life.
Read MorePoker minigames are addictive because they blend skill, variance, short sessions, and variable rewards inside immersive video game worlds. From Balatro and Red Dead Redemption 2 to Yakuza and Gwent, these card-based loops create mastery, dopamine hits, and “one more hand” momentum that keeps players engaged far beyond main quests.
Read MoreMcPherson College students created EcoPyramid, an educational card game that teaches children about ecosystems through building and disrupting trophic pyramids. Developed in a spring 2025 Stewardship Seminar led by biology professor Dustin Wilgers, the game blends ecology concepts with fast-paced gameplay inspired by popular card games.
Read MoreGame development often draws inspiration from other games, but insights from outside industries can unlock fresh design approaches. Fintech shows how to simplify complex systems, influencing smoother onboarding, item shops, and game economies. Architecture and urban planning inform level design through flow, sightlines, and spatial hierarchy.
Read MoreGame direction in video games is complex, blending creativity, technology, psychology, and collaboration to shape a cohesive player experience. Unlike film, games must balance player choice, interactivity, and diverse genres while aligning large teams around a clear vision. Industry directors describe good game direction as setting a strong, focused vision that guides decision-making...
Read MoreA new JAMA Neurology study found that gamification helps Parkinson’s patients increase physical activity despite mobility challenges. In a 12-week trial with 74 veterans, participants received step goals and points-based rewards. During the six-week intervention, daily steps rose 28% from baseline, and remained 12% higher during follow-up.
Read MoreThe cost-of-living crisis is reducing students’ study time and pushing them to prioritize paid work, lowering attendance at traditional sessions. Many now only attend high-value, hands-on activities, relying on online materials for lectures. To re-engage learners, the author uses gamified strategies such as escape rooms and card games, which boost participation, knowledge application...
Read MoreDr. Benjamin Hoy, a University of Saskatchewan history professor, is celebrated for innovative, student-centered teaching that blends game-based learning, experiential research, and interdisciplinary collaboration. His numerous awards reflect the collective support of students, mentors, and colleagues.
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