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.

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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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