Asmodee Research details first thesis project exploring cognitive effects of board gaming
“We are convinced that playing games harbours greater potential and can play a truly educational and developmental role in our society,” said Stéphane Carville, CEO of the Asmodee Group.
Playing with dolls helps children develop empathy skills, reveals study from Cardiff University and Barbie
“As leaders in the dolls category, we’ve always known that doll play has a positive impact on kids, but up until now, we have not had neuroscientific data that demonstrates these benefits,” said Lisa McKnight, SVP and Global Head of Barbie and Dolls, Mattel.
Tinder for board games: Tokyn’s Evan Kline on what his meet-up app brings to the table for inventors, design directors and players
Tokyn CEO and co-founder Evan Kline talks us through how his new app is looking to ‘reconnect the world through play around the table’.
Eight reasons to write better rules
Deej Johnson looks at why well-written rules are the touchstone of better games, better brands and better word of mouth.
Ginger Fox joins Mojo Pitch 2020
“Having heard great things about the event in recent years, it was difficult to ignore for 2020,” said Lewis Allen, Product Development Director at Hacche Retail.
Interplay UK’s Warren Jacobs and Tammy Southgate on great toys, great values and great teams
Since Interplay UK is driven by teamwork, it’s only appropriate that we caught up with Product Development Manager Warren Jacobs AND Lead Product Designer Tammy Southgate.
Five ways design directors can prepare for their post-pandemic consumer
Trend Bible’s Joanna Feeley takes a look at how design directors and managers can prepare to move from crisis to recovery, and prepare for their post-pandemic consumer.
Beasts of Balance acquired by Modern Games
Modern Games is a new games company specialising in merging physical and digital play.
Find the gap
Inspired by Disney Plus series The Imagineering Story, Heayes Design’s Richard Heayes looks at why sometimes the most important element of a toy or game is actually the white space in-between all the eye-catching gizmos.
“Houston, we’ve had a problem.”
Exactly fifty years ago to the day – April 13, 1970 – Apollo 13 astronauts James A. Lovell and John L. Swigert both said these words to NASA Mission Control. Usually misquoted in the present tense, the sentence marks the start of one of the most extraordinary stories of creativity on or off the face of the planet…