Games can help us to imagine a better world with family and friends, and to highlight the collective actions that are most needed to tackle climate change.
In China, many people see video games as ‘spiritual opium’. However, laws restricting young people’s play have proven difficult to enforce in practice.
Australia is set to ban kids under 16 from social media. Depending on the definition, online games with social features could be in the firing line – which would be detrimental.
China could be considered the sleeping lion awakening in the global gaming industry. And there’s plenty of ‘soft power’ to be exerted through its ventures.
A large survey showed links between gaming and wellbeing and found a way to show cause and effect – that even owning a gaming console improved wellbeing.
Shakespeare’s work has been adapted into video games many times, most notably in Elsinore (2019), and has also been the subject of multiple game-making contests.
A history professor recounts how being indoors during the pandemic led him to rediscover his fondness for video games – and to bring it into the classroom as well.
The gaming platform Roblox generated over US$2 billion last year. As the company aims to change how people interact online, we need to pay attention to the new digital futures being created.
Users of online forums frequently advise others to play Tetris if they’ve experienced something traumatic. The idea does come from psychological research – here’s what the evidence says.
When the US Supreme Court legalized sports betting, states were quick to get in on the action. But as lawmakers grow reliant on taxes from betting, what do they owe problem gamblers?
Recent waves of layoffs shine a light on the systemic issues in the game industry and the post-graduation promises universities are making to students.