From the sacred rituals of online communities to the moral dilemmas of post-apocalyptic worlds, this section explores how games mirror — and shape — human psychology. Discover how cognition, emotion, identity, and storytelling collide in digital spaces, revealing what play can teach us about ourselves, our culture, and the worlds we build together.

Cartoon man sitting in a green armchair with arms crossed, wearing a hoodie with Psi symbol, brown pants, and brown shoes, looking serious or annoyed.
Digital Dilemmas: Can Narrative Games Like The Walking Dead and Life is Strange Teach Emotional Maturity and Moral Reasoning?
Videogames, Educational Gaming Theo Kincaid Videogames, Educational Gaming Theo Kincaid

Digital Dilemmas: Can Narrative Games Like The Walking Dead and Life is Strange Teach Emotional Maturity and Moral Reasoning?

Can video games teach empathy and ethics? Explore how narrative titles like Telltale’s The Walking Dead and Life is Strange could help teenagers and adults develop emotional maturity, moral reasoning, and empathy through interactive storytelling and classroom discussion.

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Ethical In-Game Purchases: A Case Study of Gwent

Ethical In-Game Purchases: A Case Study of Gwent

Gwent, a digital collectible card game developed by CD Projekt Red, provides an exemplary model of how in-game purchases can be handled respectfully and ethically. This article explores the mechanisms and strategies used by Gwent to ensure fair and respectful in-game purchasing, supported by peer-reviewed research on ethical game design and consumer behaviour.

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