Women in Classical Video Games
Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of claβ¦
It examines the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. Get your copy here:
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We are super excited to highlight the terrific work of Jane Draycott and Kate Cook in their anthology, Women in Classical Video Games. The volume surveys the history of women in video games set in classical antiquity.
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We love how reliable Filament Games is for highlighting great game content in specialized educational contexts. This post is part of their continuing series on games for teaching social and emotional learning skills.
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Registration is open: seriousplayconf.com/...
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We are super excited to make our first-ever visit to Serious Play US at Duke in August! The conference has a great reputation and we can't wait to see what kinds of connections we can make.
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In this Simulation and Gaming article, Henry G.H. Low and Marina Ellefson of UC Davis explain their creation of the Punnett Farms game to help community college better understand molecular genetics.
journals.sagepub.com...
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Lots of us learned about Mendelian genetics in high school, but probably don't remember more than breeding pea plants.
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Britain is a global gaming superpower
Can it remain one?
Read this Economist article for those and other insights about the British gaming industry:
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OK, raise your hand if you knew that Grand Theft Auto was made by Brits (Scots, to be precise).
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Registration should open soon - you can find the most current information here: reactingconsortium.o...
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Next up on our laydown of 2026 conferences: the Reacting to the Past Game Development Conference, running from 8-11 July at Canisius College in Buffalo. We'll be escaping the heat, playing some great games in development, and possibly playtesting a work in progress!
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There's a fine line between using immersive mechanics that draw your players in and deceptive practices that make them do things for your benefit. This University of Waterloo piece is a helpful set of ideas for designers to stay on the right side.
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The Ultimate Guide to Self-Playtesting
Self-playtesting is your secret weapon. Hereβs why it's non-negotiable.
You're not respecting your playtesters' time, and you're not getting the feedback you actually need. Worse, if the game breaks, it will probably be awhile until you can get it to the table again." Read the whole thing here:
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Chris Backe (Chris Backe) nails why it's so important to self-playtest before getting your game out to others: "Skipping the self-playtesting phase is like asking an editor to review a first draft full of typos and half-finished sentences.
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All politics is local, and some of the best games are too! Read how one Tampa native created an educational card game to address lesser-known aspects of the city's history and its Black community.
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Plus, he practices what he preaches - you can find a status update of his many games in development here: x.com/Clint_Davey1/s...
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Some great game design advice here from Clint Warren-Davey.
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Games-Based Learning Virtual Conference 2026
Games-Based Learning Virtual Conference 2026
The 100% remote conference runs from 5-7 June, and they're in the process of finalizing their slate now. Stay tuned for further updates at gblconference.com/.
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Summer's pretty hot here in Arizona, so we appreciate any excuse to stay in the air conditioning. In June, that will be the 2026 Games-Based Learning Virtual Conference presented by University XP.
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Implementing digital games in a science class isn't just "plug and play." It takes careful selection, implementation, and assessment.
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"Keep, Eliminate, Adapt" is a great framework for educational game design too:
- Keep things that excite/engage your learners.
- Eliminate distractions that don't serve your learning objectives.
- Adapt that really cool idea you love that just isn't landing with your players.
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If you're going to be in the Phoenix area on 5-6 Feb, come by and say hi! folcfest.asu.edu/
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Our next conference is Arizona State University's Future of Learning Conference (FOLC) Fest 2006. We'll be presenting a poster on best practices for Reacting Microgames and how to incorporate them into diverse classrooms.
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Hear their travails (and a terrific description of the challenges of creating educational games) at: www.npr.org/2025/10/...
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From the Planet Money Team: "We want to make a board game. It must, of course, teach the world about economics. It must be fun. It'd be nice if it sold lots of copies! How hard could that be!?"
Oh, you sweet summer children.
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Playful & Game-based learning specialist. Interdisciplinary researcher. Serious games for research skills and researcher development. SFHEA, CeLP, PhD.
Open University professor emerita, making the shift over to podcasting, audio drama and fiction.
Shop: tinyurl.com/fenrisgames
Makes stuff for tabletop #RPGs and wargames. Yes, we built CthulhuWars. #NoAI.
Continually worried about sabretooths. He/him. UK.
Occasional pimping of actual product. linktr.ee/FenrisGames
Writer and game designer, former outdoor educator, multidisciplinary artist, mushroom forager in the wintertime. Winner of Diana Jones Emerging Designer Award and co-winner of Indiecade Best Live Game.
Support my work: patreon.com/jeeyonshim/membership
Avid gamer, reader, and miniature painter. Fermenter of all things food and drink related. Thaumaturge. (he/him)
www.rookandraven.com
No AI. No Crypto. No Hate!
Associate Professor of Critical Game Design @ WLU | Prosocial Game Designer | I research how to mobilize knowledge through play https://www.helloworlds.ca/projects
Academic working on Gender & Language in Greek tragedy, and gender in historical video games. Also a lot of women's cricket chat. Views all mine.