Yangying Ren is an indie game developer who defies stereotypes in a male-dominated industry by creating simple, accessible games inspired by everyday life. Coming from a conservative background, she did not play video games until age 24 and initially pursued a career in finance. After discovering games like Celeste and Gris, she pivoted to game design, earning an MFA from NYU Tisch in 2022.
Read MoreShakespeare VR is an educational virtual reality tool that immerses high school students inside scenes from Shakespeare’s plays, allowing them to become characters rather than passive readers. Co-designed by University of Guelph professor Peter Kuling and VR company Calian, the experience currently includes interactive segments from Hamlet and Macbeth.
Read MoreAs cyberattacks on space systems increase, with nearly 240 incidents in two years, University of South Australia researchers have developed a gamified approach to strengthen cyber resilience in satellite cyber supply chains. The game uses real-world attack scenarios to help defenders practice decision-making under pressure using cyber threat intelligence (CTI).
Read MoreElementary mathematics is essential for developing problem-solving skills, yet engaging students remains challenging. This study examined whether the degree of gamification influences math achievement by analyzing school-level data from 60 U.S. elementary schools using the First in Math (FIM) platform in grades three to five. Schools were categorized as high or low users of the platform.
Read MoreAt Grand Canyon University’s VR Showcase, middle school students explored virtual reality games created by GCU computer science and software engineering students, inspired by novels they study such as Percy Jackson and Summer of the Mariposas.
Read MoreCrystal Yang is an 18-year-old founder and CEO of Audemy and a student in UPenn’s Jerome Fisher Program in Management & Technology. Driven by accessibility and education equity, she created Audemy to address how traditional tools exclude blind learners.
Read MoreA new study from the University of Georgia shows that educational video games can effectively support science learning in elementary students. Researchers developed Virtual Vet, a game designed to teach anatomy, health concepts, and scientific reasoning through data collection, analysis, and problem-solving across six structured levels.
Read MoreThis paper discusses the term “mancala “and the implication of its use as a generic term for all classic African board games with holes, and seeds. We textually analyzed recent literature on classic African board games; we address the use of “mancala” in the literature.
Read MoreA University of Georgia study shows that well-designed video games can effectively support elementary science learning. Researchers developed Virtual Vet, a game where students act as vet assistants caring for two cats, to teach anatomy, health, and scientific reasoning.
Read MoreThe article Revolutionizing Education: How Gaming Transforms the Classroom discusses how gaming is increasingly integrated into education to enhance traditional learning. It highlights competitive video games, coding platforms, and simulations as tools that improve critical thinking, collaboration, and real-world problem-solving.
Read MoreWhen Will Coleman was diagnosed with Type 1 diabetes at 17, he and his family struggled to find age-appropriate tools for managing the disease. This inspired his mother, Northeastern professor Leanne Chukoskie, and her Ph.D. student Sundararaman Rengarajan to develop Sugar Slay, an app that uses gamification and biometric tracking to help young adults manage glucose levels.
Read MoreThe video game industry’s rapid growth has intensified efforts to protect gameplay innovations through patents, a practice that has long sparked controversy over breadth and innovation constraints. Recent patent activity by Nintendo and Electronic Arts highlights this tension. Nintendo has secured multiple U.S. patents covering core Pokémon-related gameplay mechanics...
Read MoreThe Becker School of Design & Technology hosted the two-day Games for Good Conference, highlighting how “serious” games can drive social impact, education, and cultural understanding. Drawing more than 350 attendees and featuring over 80 presentations, the conference explored topics such as climate awareness, neurodiversity, health, education, and intercultural empathy through game design.
Read MoreA new meta-analysis reveals that just ten minutes of playing number board games can significantly enhance early math skills in young children. Led by researchers from the University of Oregon, the study analyzed 18 research efforts across preschool to second grade, finding strong evidence that such games improve counting, number recognition, and understanding of quantity.
Read MoreBrittany Westlund, a third-year graduate student in the University of Montana’s online MFA in Game Design and Interactive Media, is emerging as an innovative game designer, educator, and community builder. Living in Kalispell, she balances coursework, teaching online classes, launching Charmlab Studio, and creating emotionally driven games.
Read MoreGreat game design is an art that blends psychology, creativity, and technical skill to create engaging player experiences. Captivating games rely on understanding player behavior, balancing challenge and reward, and fostering emotional connections through well-timed feedback and immersive worlds. Effective design uses simple mechanics that deepen over time...
Read MoreDr Michael J. Dillon and Prof Laura Bowater explore how gamified learning can transform biomedical education by moving beyond passive lectures toward active, social, and experiential learning. As biomedical knowledge grows in complexity, gamification—through serious games and structural game elements—offers a way to improve engagement, understanding, and retention.
Read MoreBoard games and casual mobile games succeed by making the first action clear, feedback immediate, and return effortless. Simple mechanics reduce entry barriers without removing depth. Tables add social guidance, while phones rely on intuitive design. Both formats must respect players’ time, sustain attention, and make the next move feel worthwhile.
Read MoreA lung cancer surgeon has collaborated with the makers of Minecraft and the Ruth Strauss Foundation to create an educational game that helps children understand cancer and challenges its taboo status. The free UK school resource, Detect & Diagnose, places players in the role of a medical student exploring hospital departments, meeting patients, and learning how cancer...
Read MoreAWS BuilderCards is a strategic card game created by AWS Solutions Architect David Heidt to teach cloud computing concepts through play. Inspired by a misunderstanding of “battle cards,” the game translates AWS’s extensive service portfolio into accessible, educational mechanics that balance complexity and ease of learning.
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