A recent Pew Research Center survey reveals that 85% of U.S. teens play video games, with 41% playing daily. The study highlights both positive and negative aspects of gaming: 56% of gamers report improved problem-solving skills, but 41% experience disrupted sleep.
Read MoreLast semester, I used a simulation for the first time in my decade-long teaching career, and the experience was transformative. Initially hesitant, I found that simulations could enhance both teaching and learning by offering practical, modern experiences that better prepare students for their careers.
Read MoreHonors Program students developed “The Giving Forest,” a video game about sustainable forestry, in collaboration with Menominee Tribal Enterprises (MTE). Presented at the Arbor Day Peace Tree Planting Ceremony, the game educates players on forest management, incorporating challenges like tornadoes and fires.
Read MoreKamaeru: A Frog Refuge invites players to collect and photograph various adorable frogs while exploring diverse habitats. Beyond the charming gameplay, the game emphasizes the importance of wetland preservation.
Read MoreUC San Diego researcher Neil Smith received a $50,000 CA CARES grant to develop “The Climate Games,” a video game aimed at raising climate change awareness. The project, initially created in a class where students made mini-games about climate impacts on vulnerable communities, will be further developed with the grant.
Read MoreDuring the final stage of the Redesigning Global Farming & Food Systems Master’s course, students showcased their serious games addressing food and agriculture challenges. The games, developed by the students, tackled issues like deforestation and food scarcity, aiming to help players explore different perspectives and envision future scenarios.
Read MoreAt the end of the spring semester, two courses—WLLC 398V Videogames and Human Agency and JWST 470/570V Special Topics in Jewish Studies—converged to explore the impact of Germany's Nazi past on the arts, focusing on videogames and censorship.
Read MoreChristopher Robichaud, a senior lecturer at Harvard Kennedy School specializing in ethics and public policy, intertwines popular culture with philosophy to engage students in his classes. Believing that ethics should be accessible beyond academic circles, Robichaud incorporates superheroes and zombies into his teaching.
Read MoreIn Bryan McKenzie’s science classes at Chagrin Falls Intermediate School, fifth-graders have integrated board game creation into their learning. Responding to a challenge from Hasbro, students designed both traditional and electronic games to reinforce science concepts ahead of Ohio State Tests.
Read MoreIn the realm of board games, aesthetics play a pivotal role, from intricately carved chess pieces to vibrant designs on Snakes and Ladders boards. Evolving beyond gameplay alone, thematic artwork and high-quality components, like meeples, drive appeal across various game genres.
Read MoreThe board game industry saw substantial growth, reaching over $16.8 billion in 2023 and projected to hit $40.1 billion by 2032. This thriving market includes classics like "Scrabble," modern hits such as "Pandemic" and "Wingspan," which have amassed large followings.
Read MoreResearchers at the University of Cincinnati have developed a novel speech therapy method using ultrasound and a video game featuring a goat on roller skates. Led by speech language pathologist Suzanne Boyce, PhD, the team aims to assist children in overcoming speech difficulties, particularly with the challenging "R" sound.
Read MoreRecent research from UNICEF Innocenti, in collaboration with New York University and others, highlights that video games tailored to children's needs can significantly enhance their well-being. The Responsible Innovation in Technology for Children (RITEC) project emphasizes that digital gaming can foster autonomy, competence, creativity, and identity in children when aligned with their interests and desires.
Read MoreThe evolution of user experience (UX) in board games presents a unique challenge distinct from video games. Unlike the standardized interfaces of video games, where controllers and output systems remain consistent, board games continuously reinvent their interfaces with each new design.
Read MoreDr. Clarissa Giebel from NIHR ARC North West Coast addresses the barriers to dementia treatment with a board game aimed at raising awareness. Over a million people in the UK live with dementia, supported by over 700,000 unpaid carers, yet access to diagnosis and care is hindered by various factors including geographic location, socio-economic status, and system-level issues.
Read MoreVideo games have emerged as potent tools for fostering moral development, allowing players to explore ethical dilemmas in a controlled environment. Through gameplay, individuals can experiment with behaviors and decisions without real-world consequences.
Read More"Bad News," a game developed by University of Cambridge researchers and video game developers, immerses players in the role of a fake news creator to enhance their ability to detect misinformation tactics.
Read More"The Other Side" is a video game developed by Columbia University game design students, focusing on themes of depression and anxiety, drawn from their personal experiences.
Read MoreVideo games, evolving from classics like 'Pong' and 'Space Invaders', offer more than mere entertainment; they cultivate critical skills essential for leadership. Games like 'Fallout', 'Tetris', 'World of Warcraft', and 'Civilization' immerse players in complex scenarios demanding strategic planning, adaptability, and teamwork — skills vital in both gaming and real-world leadership. Integrating video games into training enhances communication through multiplayer interactions and refines strategic decision-making in risk-free environments.
Read MoreEmployees from the World Health Organization's Country Office introduced the initial version of the educational gaming module "Immune Patrol" in Turkmen language to Turkmenistan's Ministries of Health and Education. Following consultations with experts, plans were outlined to create a roadmap for piloting the game in secondary schools across the country.
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