New research shows your ability to play certain computer games is linked to your intelligence.
Many online communities have developed toxic social norms, including sexist tendencies, that they will need to address as more members join in.
AI just beat a top human professional in the game Dota 2, but the technology could help with much bigger strategic problems.
Watching how people play a game against a computer opponent can help identify how humans use – or don't use – game theory principles to make decisions.
Exergames should be used to replace sedentary video games, not traditional physical education.
Digital games now know you so well they can predict your behaviour.
Technology enables many ways of interacting. We need to be more specific and scientific.
As the animated film 'Bambi' celebrates its 75th anniversary, a reminder that humans often try to express reality. But once they do, they go back to making art.
Teaching fear and avoidance of technology may protect people from negative consequences. But it also prevents them from finding, and benefiting from, productive uses of new innovations.
One year on from the launch of Pokémon Go, its mainstream decline has left behind a thriving scene.
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.
Bo, aged nine, wants to know why adults think video games are bad.
Beyond the glitz and glamour of the esports arena there are some serious issues with how its economy works and how this affects player well-being.
Readers read, viewers watch and players do. That level of engagement gives games real power to influence people both within and outside the play itself.
How zombies and gaming can help students learn.
Who owns culture in the real-virtual world of augmented reality?
Twenty years after Deep Blue beat Garry Kasparov at chess, artificial intelligence can make games more fun, and perhaps even endlessly enjoyable, if it learns to adapt.
People want video games and interactive experiences that help them explore deep and meaningful themes, such as creating family, valuing diversity and living responsibly.
Pimania was a product of Thatcherite entrepreneurial spirit, mixed with a dash of cheekiness and drippings of subverted expectations.