The success of Black Myth: Wukong, a Chinese video game that sold over 10 million copies in days, reflects China’s growing influence in global gaming, serving both soft and hard power objectives. While the game promotes Chinese culture and values, it also highlights China's strategic push to develop domestic semiconductor capabilities, particularly in response to U.S.
Read MoreTic-tac-toe and other classic games of chance and skill played a significant role in the development of modern computers, according to an NYU researcher. Samuel Pizelo argues that Charles Babbage and Ada Lovelace, pioneers of computing, used game theories to model algorithms and mathematical calculations for Babbage’s analytical engine.
Read MoreMabel Addis, an elementary school teacher from New York, pioneered storytelling in video games with her creation of the Sumerian Game in the 1960s. The game, designed to teach economic theory, allowed students to simulate ruling a Sumerian city-state.
Read MoreZengence, developed by Deepwell DTX, is a virtual reality game designed as a therapeutic tool for stress relief. Players use a rhythmic breathing technique, synchronized with the game's music, to reveal invisible enemies (Wraiths).
Read MoreResearchers at Northeastern University studied how some tabletop role-playing games (TTRPGs) are prioritizing queerness and inclusivity, offering valuable insights for mainstream games like Dungeons & Dragons (D&D). While D&D has made progress in inclusivity, many of its rules remain centered around combat rather than identity.
Read MoreThis article explores the role of interactive input, particularly through computer games, in language acquisition. Building on Stephen Krashen’s theories of comprehensible and compelling input, the author investigates whether interactive text-based games, or hypertext fictions (HFs), enhance French vocabulary and grammar learning.
Read MoreThe growing use of video games has raised concerns about their impact on mental health, with debates surrounding gaming disorders and the World Health Organization's inclusion of such disorders in the ICD-11. While research suggests a potential harmful effect of video games on mental well-being, causal mechanisms remain unclear.
Read MoreWalter Lewis, president of Homewood Children’s Village (HCV), saw potential in expanding beyond a six-week digital game creation course. This led to the creation of Village Games+, an in-house game design studio where students design and build games while learning art, science, and entrepreneurship.
Read MoreA well-designed in-game economy is crucial for player engagement, satisfaction, and retention in video games. A balanced economic system motivates players by providing a rewarding progression loop, where they strive for upgrades and achievements.
Read MoreGamification in virtual corporate training is gaining popularity as a method to engage employees and improve business performance. By integrating game elements like points, badges, and leaderboards into training programs, companies enhance engagement, knowledge retention, and real-world skill application.
Read MoreExperts argue that video games, when used appropriately, can enhance learning in classrooms. A 2019 Carnegie Mellon University study found that 75% of teachers incorporate digital games into their lessons. Games like The Oregon Trail have long been used to teach history, and modern educational games cover topics like politics, economics, and climate change.
Read MoreMy professional journey evolved from historical academia into media and virtual reality, with notable experiences in film, interactive games, and digital preservation. Initially advising on historical accuracy in a film about early modern Japan, I learned the challenge of balancing history with commercial demands. This led to my involvement in digital projects like HashimaXR, which preserved Hashima Island's industrial heritage through interactive media.
Read MoreResearch from the Center for Health Incentives and Behavioral Economics (CHIBE) shows that behavioral interventions, like gamification and financial incentives, can significantly boost physical activity. A study with 1,000 participants used a Fitbit to track steps and tested four interventions: a control group, gamification, financial incentives, and a combination of both. After 12 months, participants in the combined gamification and incentives group increased their steps by nearly 2,300 daily, a 40% rise from their baseline.
Read MoreKeyBank Foundation has committed a $300,000 community impact grant to Urban Arts, a New York-based nonprofit that teaches video game design to underserved youth as a pathway to college and career success. Urban Arts provides a comprehensive curriculum in game design, coding, animation, and storytelling, while also offering college access services, scholarships, and mentorship opportunities.
Read MoreMajor brands are increasingly using gamification to engage users through interactive ads. Disney, Amazon, and Discord are among the companies incorporating games into their advertising. Disney launched "Quiz Show" and "Beat the Clock" advergames, where users interact with brand content through trivia or rapid-fire games.
Read MoreThe Cove, the Army's professional military education (PME) platform, has launched its biggest upgrade, Cove 4.0. This new version, which debuted this month, incorporates gamification, challenges, leaderboards, and other user enhancements to boost engagement in PME.
Read More"Between," an interactive game designed by Claire Kwong, invites players to sit face-to-face, holding hands to create shifting geometric shapes projected onto a space. The game has no win conditions, aiming instead to foster physical and emotional connections. Kwong, who wanted to overcome her own fear of touch, created this game to explore the underutilized concept of touch as a game mechanic.
Read MoreWhile traveling for a game preview, I encountered an annoying hotel elevator that required a keycard scan to select a floor. The elevator emitted a negative-sounding beep when the card was accepted, causing confusion as it contradicted the expected positive confirmation. This experience highlighted how crucial small auditory and UI cues are in game design.
Read MoreIn India, basic education faces challenges such as enrollment issues, dropouts, and teacher shortages. The pandemic highlighted the limitations of online education, particularly the lack of teacher-student interaction. However, game-based learning, or "Serious Games," which combine education with interactive elements, has shown potential to supplement traditional methods.
Read MoreTeenager Vincent developed a diabetes education game on Roblox to help children understand and manage the condition, inspired by his younger brother Jerome's type 1 diabetes diagnosis. Struggling with the lifestyle changes that followed Jerome's diagnosis, Vincent used his school project to create a fun and engaging way for kids to learn about diabetes.
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