Git gud at games, git gud at life! Our planned-out part 3…
Assassin’s Creed Origins tried to bridge the gap between education and entertainment, but can games educate without being edutainment?
What if I told you that screen time was the enemy? What if I told you it was also an ally?
How does gamification change our behaviors? How can we harness this powerful tool?
Is gamification really all its cracked up to be?
A response to a recent article defending video games against false claims about addiction.