video games

Can games be effective tools for learning and education? Think of board games like Monopoly, card games that teach math or vocabulary, and video games, which are popping up in classrooms across the country.

Our guests share their insight on educational games, examples of what works (or doesn't), and if more games should be incorporated into classrooms. In studio:


More women are adding terms like “coder” and “game developer” to their résumés, but the industry still has a long way to go to reach gender parity.

Last year, women made up 22 per cent of the game developer workforce, double the 11.5 per cent of females in the field in 2009, according to a recent study by the International Game Developers Association (IGDA).

But for women like Elizabeth Canas, the road to a career in technology was less traveled when she was growing up.

“I didn’t even know what technology was!” says Canas.

How can we help relieve pain and anxiety for cancer patients during chemotherapy treatments? Studies show that video games, especially virtual reality experiences, serve as effective diversionary activities.

Cancer Wellness Connections is partnering with the RIT MAGIC Center to provide video games for patients. They're calling it "gaming for good," and we talk about why it's so effective. Our guests:

  • Betsy Twohig-Barrett, president and executive director of Cancer Wellness Connections
  • Jennifer Hinton, assistant director of the RIT MAGIC Center
  • Jordan Sommer, student and gamer

Even if you’ve never played a video game in your life, video game design and gamification are still shaping our lives. More than 155 million Americans spend over 20 billion dollars a year on video games, so is it any wonder that computer games are influencing our experiences of healthcare, human resources, education and business?

Video Games are often blamed for all kinds of social ills, but there’s a lot more to the influence of gaming culture than you might expect.

And we’ll start with a conversation with Michael Clune, author of his new memoir GameLife – Clune argues that the computer games he played growing up were actually crucial to his spiritual education. And we’ll look at how gamification is helping upstate businesses collaborate more effectively.

Our guests:

  • Michael W. Clune, English professor at the College of Arts and Sciences at Case Western Reserve University
  • JP Dyson, director of the International Center for the History of Electronic Games at The Strong National Museum of Play
  • Jeremy Saucier, assistant director of the International Center for the History of Electronic Games at The Strong National Museum of Play
  • Deborah A. Gears, associate professor at Rochester Institute of Technology's Golisano College of Computing and Information Sciences