A new diagnosis, some new criteria, and a whole new can of worms…
DLC is so prevalent today, with varying rates of success. Can it ever be used well, or is it just the bane of a gamer’s existence?
It’s been a great year for protagonists that are women. So what are we complaining about now??
How does gamification change our behaviors? How can we harness this powerful tool?
Is gamification really all its cracked up to be?
Can video games accidentally have gender-bias? Or is it a societal issue?
A response to a recent article defending video games against false claims about addiction.