- Show all
- DEI
- Digital Wellness
- Economic Incentive Programs
- Esports
- ESRB
- Evolving Industry
- First Amendment
- Immigration
- In Game Purchases
- Intellectual Property
- International Trade
- Marketplace Innovation
- Media Violence
- Net Neutrality
- Privacy
- Right to Repair
- Screen Time
- Subscription Services
- Trade Policy
- Trust and Safety
- Workforce Development
- XR
Report: Benefits of Video Games in K-12 Education
Academic Research / ESA Research /Video Games and EducationBenefits of Video Games in K-12 Education is a 2021 report produced by the Entertainment Software…
Student Attitudes to Games-Based Skills Development: Learning from Video Games in Higher Education
Academic Research /This study explores ways commercial video games may be used to develop useful skills and competencies in undergraduate students.…
Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight/Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials
Academic Research /This study explored ways in which game-based interventions could reduce body mass index (BMI) among children who were overweight…
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Academic Research /"The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our…
So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game
Academic Research /This study uses a VR horror game to explore the relationship between horror self-efficacy, physiological arousal, and fear on…
Ludoliteracy: The Unfinished Business of Media Literacy
Academic Research /This article advocates for the incorporation of digital games and digital gaming into media literacy. An understanding of the…
Prescribing PlayStation: When Video Games Are Good for Kids
Academic Research /Research demonstrates that video games can have a positive impact on physical and mental health. Playing popular video games…
Pokémon Go: A game changer for the physical inactivity crisis?
Academic Research /Pokémon Go blends a fun smartphone game with real-life, outdoor physical activity. Initial reports suggest it is a successful…
Students’ Experiences of Interdisciplinary Learning while Building Scientific Video Games
Academic Research /This study explores how students experience interdisciplinary learning--specifically game jams, hackathons, and similar group game creation events. These events…
Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review
Academic Research /Available evidence about virtual reality exposure therapy (VRET) reveals that virtual reality (VR) is an effective treatment for phobias.…
Using Xbox Kinect Motion Capture Technology to Improve Clinical Rehabilitation Outcomes
Academic Research /This study found that Kinect-based VR intervention was effective at improving dynamic balance in individuals with chronic severe traumatic…
Active Video Gaming Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents
Academic Research /This study found that active video games (AVG) were effective at increasing energy expenditure and activity levels in children…
A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study
Academic Research /The results of this study found that web-based gaming intervention was successful at increasing physical activity in overweight workers.…
The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study
Academic Research /This study found video game therapy (VGT) to be a viable treatment option for patients struggling with balance and…
Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study
Academic Research /This study found mobile learning games (MLG) to be as effective as traditional textbook learning at transferring factual knowledge.…
Assessing implicit science learning in digital games
Academic Research /This study explores ways to measure implicit learning through Game-Based Learning Assessments (GBLA). GBLA has promising applications in adaptive…
Some Video Games Can Increase the Player’s Creativity
Academic Research /This study explores how video games effect and enhance creativity. Video games--especially sandbox and puzzle games--can be effective at…
The Link Between Playing Video Games and Positive Youth Outcomes
Academic Research /Recent studies are highlighting the positive effects video games can have on young players. Different studies have found links…
Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games
Academic Research /This study found that violent video games did not cause emotional desensitization or blunt neural responses to empathy. These…