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Report: Benefits of Video Games in K-12 EducationAcademic Research / ESA Research /
Video Games and EducationBenefits of Video Games in K-12 Education is a 2021 report produced by the Entertainment Software Association and the Higher Education Video Game Alliance that details how K-12 educators are using video games in classrooms across the U.S. to modernize learning opportunities and help students develop…
Student Attitudes to Games-Based Skills Development: Learning from Video Games in Higher EducationAcademic Research /
This study explores ways commercial video games may be used to develop useful skills and competencies in undergraduate students. An examination of student attitudes revealed a broadly positive perception of games' efficacy for skills development.
Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight/Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled TrialsAcademic Research /
This study explored ways in which game-based interventions could reduce body mass index (BMI) among children who were overweight or obese. Such interventions may have the potential to help combat the obesity epidemic.
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposalAcademic Research /
"The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus…
So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror gameAcademic Research /
This study uses a VR horror game to explore the relationship between horror self-efficacy, physiological arousal, and fear on enjoyment and future intention to play similar games. The results help shed light on why some individuals enjoy frightening content.
Ludoliteracy: The Unfinished Business of Media LiteracyAcademic Research /
This article advocates for the incorporation of digital games and digital gaming into media literacy. An understanding of the place of digital games in society--ludoliteracy--must be taught if we want citizens to have the necessary skill sets to understand, create, analyze and enjoy playful media--a language and experience that…