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.
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.
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.
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.