Cognitive resilience refers to the ability to remain calm, adapt, and make effective decisions under stress, uncertainty, and information overload. Traditional training methods, based on predictable scenarios and fixed procedures, are increasingly inadequate for today’s complex crises.
Read MoreThis article argues that probability and risk are taught most effectively through high-stakes simulations rather than abstract formulas. Using roulette, slots, baccarat, blackjack, and corporate war games, it shows how learners experience expected value, variance, combinatorics, conditional probability, Bayesian updating, and tail risk in practical settings.
Read MoreOver the past 20 years, UCF’s Florida Interactive Entertainment Academy (FIEA) has graduated more than 1,000 alumni prepared for careers in the growing $450 billion gaming industry and beyond. While many work for major entertainment companies, others apply game design skills to “serious gaming” fields such as military and defense training.
Read MoreEducational games flourished from the late eighteenth to nineteenth centuries, reflecting new ideas about learning through play. Although women were largely excluded from formal education, educational games offered them creative and intellectual opportunities.
Read MoreThe article describes how clinical pharmacy specialists Deborah Booth and Allison Tempo use gamification to improve disaster preparedness education for pharmacists. They created a PowerPoint-based virtual escape room incorporating quizzes, puzzles, and cultural references to teach emergency management concepts.
Read MoreThe article highlights Dakota State University math professor Justin Schroeder, who combines mathematics, probability, and board game design to engage students and players. Inspired by childhood dice-based simulations, Schroeder created and published two games, Seventh Inning Stretch and Storybook Saga, which blend chance, strategy, and mathematical reasoning.
Read MoreSomething Something Soup Something is an interactive game set in 2078 where players act as servers deciding what qualifies as soup for humans, while aliens cook increasingly strange meals. Players must judge items such as batteries in liquid, rocks with garnishes, or frozen substances, choosing whether they are “soup” or “not soup.”
Read MoreScrabble is often stereotyped as a pastime for seniors, but it is a demanding mental activity beneficial for all ages. Far from being trivial, the game engages memory, attention, concentration, linguistic creativity, and strategic thinking, providing a full cognitive workout. Each turn activates the brain through rapid analysis and careful planning, comparable to mental exercise.
Read MoreTo address delayed speech among children with cerebral palsy at WKCP Yogyakarta, a Universitas Gadjah Mada student team developed Kata Kita, a digital learning game supporting speech therapy. The game integrates augmented reality, audio-sensory technology, and voice recognition to train oromotor and language skills in an engaging way.
Read MoreDama, a traditional Kurdish board game similar to Turkish Draughts, is more than recreation; it is a cultural ritual rooted in Chaikhanas across Kurdistan. Played orthogonally on an 8×8 board with mandatory captures, Dama emphasizes strategy, patience, and social equality, uniting people across class and region. Historically, it even served as a cover for political resistance.
Read MoreDuring 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.
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