Why are we drawn to video games where we have to complete tasks that, in real life, may be unappealing or boring? Here are four games that show how the mundane can be made extraordinary and surreal.
Policymakers, tech companies and schools should all be part of conversations about how our society is responsible for the new realities of tech in the home after COVID-19 lockdowns.
Meta and Pico lead the field with their VR headsets, ChatGPT continues its inexorable rise and new engine developments are pushing the boundaries of the video game experience.
Far from high adrenaline combat or difficult puzzle solving, cosy gamers seek respite in their choice of games – but where did the trend come from? A gaming expert explains.
Findings from a Victorian coroner’s report remind us we still don’t fully understand how problematic gaming ties into other factors in a person’s life.
The game that launched today’s massive video game industry was not a roaring success when it debuted 52 years ago. The oft-told story of why turns out to be off the mark.
Simon McCallum, Te Herenga Waka — Victoria University of Wellington; Edward Schofield, Te Herenga Waka — Victoria University of Wellington et Stephen Dobson, Te Herenga Waka — Victoria University of Wellington
Video gaming is often seen as a distraction for students. So the challenge is to distract students back towards learning – and video games provide the perfect model.
Video game ‘amoralists’ argue killing in gaming isn’t harmful since no living being is actually hurt. But when it comes to hurting virtual animals, we disagree.
Surely, it can’t be fun to watch others play games you can play yourself? The hundreds of hours people spend on live-streaming platform Twitch would suggest otherwise.
We live in the time of the ‘quantified self’. This means we’re constantly under pressure to use technology to ‘optimise’ ourselves, and may be why many people view gaming as a ‘waste of time’.
Creators of video game sound scores have more in common with classical composers than you might think - and they create dynamic sounds and music that cleverly respond to play.