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Videogame design: a changing industry

For many years it was the perception that videogame were mostly designed by, and for the enjoyment of, men. Specifically, what you would call nerds or geeks. However, this is …

The cultural legacy of videogames

Last week we were introduced to the National Videogames Museum in Sheffield and their Education Director Leah Dungay explained the importance of preserving the history of videogames and their role …

Videogames, literacy and learning

The National Literacy Trust is an independent charity working with schools and communities to give disadvantaged children the literacy skills to succeed in life. They have a focus on literacy …

Makerspaces: Making Videogames

A makerspace is a physical location in a school, workplace or community that gives the public access to tools and equipment to help them develop maker mindsets. In this video, …

Young people and coding

Coding clubs at schools and in communities are on the rise, but is coding an essential skill for the children in the 21st century? In this video, Fiona looks at …

Playing in the pandemic

For most children, as well as for most adults, the COVID-19 pandemic with its lockdowns and social restrictions, has had a deep impact on their engagement with digital technology (Ofcom, …

Introducing the National Videogame Museum

Museums for cultural artefacts from art forms have existed for years but, surprisingly, it took until 2015 for the world’s first cultural centre dedicated to videogames to open. The National …

Videogames in Museums and Galleries

Many museums and galleries have been turning to videogames technologies to help them make their collections available to a wider range of people. In this video, we speak to two …

What can videogames teach us about learning?

When the American linguist and researcher, James Gee, wrote ‘What Video Games Have to Teach Us about Learning and Literacy’ (2003), Sony’s PlayStation 2, Microsoft’s XBOX, and Nintendo’s GameCube were …