The mobile game has been downloaded more than 50 million times. If you have kids, they've probably played it. But it's more problematic than most people realise.
The Autcraft community offers a controlled and filtered environment for autistic children to play and socialise
A self-taught AI beat humans at their own game – here's how they did it.
The supervised, structured and balanced use of Minecraft could allow students to fully benefit from the potential of this game to build skills and increase motivation.
To help establish South Africa's gaming industry as a viable career path for more diverse participants, more support for the technical training required has to be considered.
A video uploaded to YouTube last month depicted an avatar in a video game physically assaulting a female character until she was unconscious. Should that be allowed in today's gaming culture?
The epic online game Fortnite was released a year ago and has attracted millions of fans (and detractors). So how has this game made such an enormous impact?
As retro video games become more popular, research suggests players could be looking for nostalgia – and the psychological benefits it brings.
Just because people enjoy a recreational activity doesn't mean they're addicted to it, even if they spend lots of time doing it.
WHO's classification of 'gaming addiction' ignores the hugely positive aspects of play.
A reflection of its own time, the iconic arcade game planted the seeds of today's video game culture.
This massive online game shares many characteristics with other big hitters, but Fortnite has its own special recipe for success.
New research uncovers how Australian children actually use Minecraft – shedding light on what devices they use, the social nature of play and a reality check on claims of gender-neutrality.
Many online communities have developed toxic social norms, including sexist tendencies, that they will need to address as more members join in.
The video gaming industry has transitioned from a group of backyard innovators to an industry of multi-billion dollar companies.
Gamification in schools teaches children that they should expect their every move to be watched, rated, and possibly shared publicly.
Underlying online harassment is the false idea that events that happen on internet aren't real. But whenever people are interacting, it's all real.
The Olympics are an opportunity for eSport to drive a new social movement.
Many think that men are simply better than women at video games. Researchers recently compared performances of male and female gamers to determine if there's truth to this assumption.
From Twitter, to Facebook, to online gaming; radical groups use a vast range of tools to recruit new followers to their causes.