Big Pharma

“What if you had it in your power to rid the world of disease, to improve the lives of millions, to ease suffering and cure the sick… and earn a tidy profit? As the head of your own Pharmaceutical Conglomerate you have this power resting in your hands. Will you use it for good? Being totally altruistic may not be the best business plan. The uncomfortable truth (is there an ointment for that?) is that some remedies are more profitable than others and illness is good for business. Welcome to the world of Big Pharma!” – Twice Circled

Game A Week

“That’s when I realised that design experience isn’t in the size of your games, or even in the scope of it – it’s in the number of projects you’ve been through. That sounds like a ridiculous claim to some, but let’s run through the mental stages of developing a game the way I see them: conceptualisation, identification, development, polish and release. Everybody has a different expression of these stages, but everybody goes through them for each released project.” – Rami Ismail

Game & Type

“Featuring critical analysis, interviews, and a large archive of UI examples, Game&Type is a handy resource for game developers, designers, and enthusiasts. We’re here to celebrate good design and provide constructive criticism to improve the quality of UI/UX design in video games. And we’ll always be ad-free.” – Game & Type

Game-Based Learning

“We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process. This is where game-based learning comes in.” – Game-Based Learning, New Media Institute

Meeple Like Us

“We’re a group of gaming academics, developers, hobbyists and enthusiasts. We have a keen interest in board games, tabletop games, video games, and all things in-between. It is our intention on this site to offer reviews and teardowns of tabletop gaming titles. We’ll be looking at these with an emphasis on the wider context of the games, especially that of how accessible the games are in a physical, cognitive or sociological sense.” – Meeple Like Us

Sea Hero Quest

“Dementia is a growing health threat. Affecting over 47M people worldwide (135M by 2050), it is becoming one of the greatest medical challenges we face globally. To help scientists working towards finding a cure, we created Sea Hero Quest – a mobile game where anyone can help fight dementia. ” – Glitchers

Syllabus: Gender & Sexuality in Video Games

“Feminism and queer representation have taken center stage in recent debates about the future of video games. However, gender, sexuality, and identity have long been important to how we experience games and to games themselves. In this course, students will learn about issues of gender and sexuality in video games, game communities, the games industry, and their own media-making practices…” – Syllabus

Do you want to write video games?

“Do you want to write video games? Do you? Do you really? Be honest with me. I mean, I don’t want to shoot down your dream. There are lots of people who’ve done the research, who know exactly what they’re getting into when they say this and who spend years earnestly pursuing their goal. There are also lots of people who like the notion of getting into game development but figure they’ll never have any realskills like programming or art so this is their best bet.” – Medium

LGBTQ On Campus

“LGBTQ On Campus Faculty & Staff and LGBTQ On Campus Students are online, interactive courses that help faculty, staff and students in creating a safer, more inclusive campus for LGBTQ students. This includes how to respond to biased comments, supporting a student who comes out, recognizing signs of psychological distress and how best to connect students to appropriate campus resources and services.” – Kognito

Syllabus: Games & Culture

“This course examines the social, cultural, economic, and political aspects of digital games. Topics include the socio-technical aspects of digital gaming, embodiment and space, communities, spectatorship and performance, gender, race, sexuality, e-sports and sports games, and the politics and economics of production processes, including co-creation and intellectual property.” – Syllabus [PDF]