Gamification offers a framework to improve our non-virtual lives.
The fourth installment of the popular game's main theme is emotion, with a heavy emphasis on the soundtrack to set the mood.
A Philadelphian university opens the doors of its newly developed mobile app lab to student researchers.
Video game classics like Sonic the Hedgehog and Super Mario Bros. come to life in the athletic brand's new "Game On, World" spot.
Caine Monroy from L.A. built his own faux gaming palace out of cardboard, operated it out of his dad's used auto parts store, and was the subject of a film.
Examples of games that use physical objects to bridge various age groups through gaming.
Spanish design company launches a new design to help the traditional game appeal to a new audience.
A report in USA Today looks at the rise of 'social gaming' and the associated economy.
Best-selling author Douglas Rushkoff, shares his thoughts about how Facebook and Twitter spark local movements rather than large-scale ones -- in the kick off to our Social Media Week coverage.
Developers are using a combination of natural user interfaces, digital technologies and networked sensors to create new game play experiences to make their games more compelling and accessible to a wider audience.
Paranormal Activity: Sanctuary is a massive multiplayer game powered by AR that requires completing location-based missions and casting spells on real world locations.
Metropoli combines the check-in features of location- based social networking website Foursquare with a variation on the popular board game Monopoly.