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This Place Saves Lives: An award for a serious game that looks closer

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.

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Gamification and the attention economy

The 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.

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Students Launch National Campaign Supporting Class-Designed Game

McPherson 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...

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Game designers bring Scotland's mysterious Picts to life

Game 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...

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Upping the game: can we ‘gamify’ our way to better health?

Gamification 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...

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Learning 'made fun' at library of 1,000 board games

A 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.

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AI, Gamify: Where do educators fit in the ever-changing classroom?

Modern 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.

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For a few dollars, I bought a childhood game from the op-shop. Watching my kids play felt like time had folded in on itself

The 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.

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Students explore mangrove forests and ocean life through new interactive nature trail signboards and a Virtual Reality Diving Library at the UNESCO Ranong Biosphere Reserve

UNESCO 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.

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Why Are the Best Poker Minigames So Addictive?

Poker 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.

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McPherson College Student Project Receives Grant

McPherson 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.

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How Looking Outside Your Industry Can Give You Better Game Design Ideas

Game 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.

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What even is game direction? We asked 16 game directors

Game 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...

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Gamifying Movement Could Be Key To Helping Parkinson’s Patients, Study Finds

A 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.

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Use games to get students back to class

The 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...

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Game-based learning the passion of USask’s Distinguished Teacher Award recipient

Dr. 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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