What if we created games to aid us conversate about global issues?
Do games and gamification pose a solution for the multidisciplinary conversation of sustainable development?
Do games and gamification pose a solution for the multidisciplinary conversation of sustainable development?
With the right building blocks, even the simplest digital video games can cause strong feelings of anxiety and fear.
The level of violent content in video games doesn’t lead to anti-social player behaviour on its own.
Katsaus Suomalaisen peliajan jurakauteen – epäonnistunut Amersoft 1984-1986. Tero Pasanen ja Jaakko Suominen tutkivat julkaisussaan suomalaista pelialan yritystä.
Artikkelissa tutkitaan pelaamisen elinkaarta ja miten ihmisen elinkaaren aikana pelien merkitys muuttuu.
First there was Atari, then Nintendo and so on. WRONG - first there was D&D.
To explore how multiplayer game mechanics facilitate social closeness, Depping & Mandryk conducted an experiment based on the 2D board-style …
Lee’s article tackles the following question: what kind of social effects does participation in digital gaming have among elderly people? …
Narrative puzzles are crucial for storytelling in many games, but their importance is hardly ever talked about. Wei and Durango …
While productivity and efficiency define the late-stage metagame of Dark Souls, the sublime experience can still be found somewhere within …
What Game design patterns are behind the FMV games that were popular during the nineties and are again gaining popularity? …
What is the 'temperature' of different types of games, and how can this help us understand how they make us …
Jaakko Suominen categorizes four different waves of historical awareness in digital gaming that emphasize certain characteristics in writing and presenting …
Is there a wrong way to play a game? C. Thi Nyugen argues that, while there's nothing wrong with breaking …
A study shows that German public television holds still a persistent and biased view on video games.
An exploration of Tinder’s gamifying aspects and its magic circle.
A survey of businesses illuminates reasons for their declined use of gamification.
How do real-world economics compare to a laissez-faire market of an MMO?
How does the esports gambling market differ from traditional sports markets and how do people behave on the market?
Should one pick up or put down a controller for a boost in academic performance?