The spread of video games from desktop PCs to the pockets of young people everywhere has brought new hazards – in the form of online social gambling.
Many states are pondering making gambling on sports legal after the US Supreme Court overturned a federal ban. But is the industry really worth as much as some say it is?
Australia’s deep passion for sport is changing, with fewer people attending major traditional sporting events and eSports on the rise.
If you understand how one scam works, you’ll be less likely to fall for similarly attractive traps.
Critical standards of evidence must be met to merit the WHO's new diagnostic category for addicted gamers.
New gaming headsets promise to seamlessly integrate the digital and the physical world, but they also typically limit the vision of those digital objects to the person wearing the headset.
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.
Trying to keep cool this summer while not blowing the power bill? A new mobile game aims to encourage energy efficiency - and research shows it can be more effective than simple advertising campaigns.
From Harry Potter: Wizards Unite to The Last of Us Part 2, the new year promises some exciting releases in the world of gaming.
In-app purchases and 'loot boxes' in mobile games deliver easy cash for developers and publishers of digital games - and kids are easily sucked in.
New research shows your ability to play certain computer games is linked to your intelligence.
AI just beat a top human professional in the game Dota 2, but the technology could help with much bigger strategic problems.
Players in the climate science game 'CO2peration' become a particle of sunlight, and travel on a journey to find out why we have liquid water at Earth’s surface.
As adults we often trivialise the value of play. But playing games lets us play with possibilities, see how they play out – and exploring alternative realities helps us see the familiar in new ways.
The video gaming industry has transitioned from a group of backyard innovators to an industry of multi-billion dollar companies.
Women are making inroads in the gaming industry but progress is slow. We need more flexible workplaces, and perhaps even hiring quotas, to fix the gender imbalance.
Low-to-moderate use of electronic games may have a positive effect on children's later academic achievement, but overuse can be detrimental.
New ABS figures on film, TV and digital gaming show that subscription broadcasters and online content creators are booming. Yet local content quotas only apply to free-to-air broadcasters.
Video games have been helping kids to learn for years, here's how.
How zombies and gaming can help students learn.