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.
Gamification in schools teaches children that they should expect their every move to be watched, rated, and possibly shared publicly.
Video games can provide disabled people with a safe haven, if they can access it.
The cast of Overwatch playable heroes are straight and gay, men and women, robots, doctors, and criminals – and represent six of the seven continents.
The new 'hybrid' device is the culmination of many of Nintendo's innovations to date.
March Mammal Madness, a tournament of imaginary contests between pairs of mammals, makes science irreverent and fun. The event has thousands of fans and is used in hundreds of classrooms.
Video games aren't just fun, they can also be potent therapeutic devices. The OrbIT has shown it can help children with cerebral palsy to improve their hand function.
Since spawning a global craze, Pokémon Go has shed a third of its players, while downloads have dried up. What did the developers do wrong, and what can others learn about keeping gamers happy?
Brain stimulating headsets are being enthusiastically taken up by gamers aiming to boost performance. But there are risks, particularly for children or those vulnerable to mental health problems.
There is no doubt that virtual reality is the next big thing. But for families with young children, it may be wiser to wait a little before leaping headlong into this new reality.
The Olympics are an opportunity for eSport to drive a new social movement.
Cities seeking to attract creative industries have relied heavily on the cluster concept. New research suggests a technology-driven transformation of how the sector works calls for a new approach.
Apps, games and technologies like Pokémon Go should be approached with an open mind as they offer many potential avenues to employ an engaging, student-centred approach to education.
You might worry that people care more about what's on their smartphone than what's in their local wildlife park. But what if we could get them to care about both at the same time?