Since its debut in 2011, Cards Against Humanity has sparked a trend in bold, typographic tabletop games, contributing to the growth of a $27 billion industry. While the success of such games has led to copycats, it also created new opportunities for game publishers to experiment.
Read MoreRebecca Preyra, overwhelmed by the feedback on her first study, was inspired to help others navigate the review process. After joining Teresa Chan's lab, they created Dear Reviewer 2, a card game designed to teach junior researchers how to respond to reviewer comments.
Read MoreBoard games are being explored as a tool to combat dementia, with a focus on accessibility and simplicity. In Japan, tabletop game creators are developing games that can be played by people of all ages and abilities.
Read MoreA viral video created by Liu Yong, a gaming enthusiast from Shandong, uses a simulation game to explain the workings of Dujiangyan, the world’s oldest irrigation system, built in 256 BC. Liu spent two days gathering information and designing the video, which demonstrates how Dujiangyan controls water distribution using its dam-free structure.
Read MoreDaniel Pearson explores the challenges within academic publishing, highlighting issues such as citation manipulation, coercive citations, and the citation black market. These practices undermine the true impact of research, as metrics based on publications overshadow meaningful outcomes.
Read MoreVideo games and playful approaches are increasingly being integrated into educational environments, offering unique benefits for student learning. Games foster creativity, goal-setting, communication, and collaboration while reducing the fear of failure.
Read MoreASL Aspire, a startup launched in 2022, aims to address the literacy challenges faced by the deaf and hard-of-hearing community, particularly in STEM education. The company, founded by Ayesha Kazi and Mona Jawad, focuses on developing STEM curricula with standardized American Sign Language (ASL) vocabulary for teachers to integrate into their lessons.
Read MoreThe New Mexico State University Cooperative Extension Service developed the "Learning Games Lab Toolkit," a free online resource launched in September 2024. The toolkit, based on two decades of experience in educational media creation and youth collaboration, provides educators with strategies for using digital games and tools effectively.
Read MoreThe author reflects on the deep connection with their Cuban grandmother, who immigrated to the U.S. in 1965 and never learned English. Despite language barriers, they bonded over food and the game Parcheesi. While growing up, the author spent time with their grandmother in Miami, playing the game and sharing meals, bridging their cultural gap.
Read MoreIn a 2021 experiment at Aalborg University, students participated in “Face-the-Waste,” a game about food waste, which sparked strong emotional reactions, including anger and insults, as food was discarded with every wrong answer. This highlighted the effectiveness of games in addressing environmental issues over dry facts.
Read MoreHigher education plays a crucial role in addressing future societal challenges like climate change and an aging population. Serious gaming has emerged as a powerful method to engage students, professionals, and the public in exploring solutions to these "tomorrow problems." By using tabletop or board-game-style mechanisms, serious games facilitate learning, creative thinking, and collaboration.
Read MoreBioware's Dragon Age: The Veilguard was meant to be a redemption for the studio but sparked controversy after being targeted by a vocal anti-diversity group, reminiscent of the Gamergate movement. This "Gamergate 2.0" backlash, criticizing diversity in games, continues to influence the gaming industry.
Read MoreSeyahat: A Journey to Mecca," a free-to-play 2D RPG created by Central Connecticut State University history professor Tyler Kynn, is now available on the Steam platform. The game serves as an educational tool, allowing players to explore the cultural history of the 17th-century Ottoman Empire and Islamic world.
Read MoreThe article discusses how game design at the AAA level has shifted, focusing more on analytics and creating the "perfect game" through numbers, rather than emphasizing the intangible "feel" of a game. It argues that game design isn't just about mechanics and metrics but about creating memorable experiences that resonate emotionally with players.
Read MoreThe article discusses the effectiveness of serious games in raising awareness about food waste and environmental issues. One example is "Face-the-Waste," where players answer food waste-related questions, with wrong answers resulting in food disappearing down a conveyor belt. This game provoked strong emotional reactions, highlighting the power of games to engage players beyond statistics.
Read MoreAyla Schwarz, an assistant professor in Digital Health, is exploring how gamification can encourage neighbourhood residents, particularly children, to exercise. Her research involves creating engaging, scientifically informed games that combine the digital and physical worlds.
Read MoreGeneBlocks, a board game developed by Malaysian researchers, uses gamification to make complex genetic concepts more engaging and accessible for students. The game transforms difficult topics like DNA replication and genetic inheritance into interactive, memorable experiences.
Read MoreGamification is reshaping how people engage with tasks, including financial markets. During the COVID-19 pandemic, businesses embraced gamified features like instant rewards and vibrant visuals to attract and retain customers, including in trading platforms.
Read MoreThe author reflects on how children effortlessly master video games, despite their complexity, highlighting their persistence, mental agility, and problem-solving skills. This observation connects to the achievement gap in education, especially in math.
Read MoreOn November 19, 2024, UNICEF launched the RITEC Design Toolbox, a set of free resources for the gaming industry to create digital play experiences promoting children's well-being. This initiative follows UNICEF’s research, showing that well-designed video games can positively impact children.
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