State of the Research: Violent Video Games
In this all new State of the Research, we tackle the big kahuna: Violent video games. Specifically, we tackle the three broad issues associated with claims of violent video game…
In this all new State of the Research, we tackle the big kahuna: Violent video games. Specifically, we tackle the three broad issues associated with claims of violent video game…
In the months since the COVID-19 pandemic began, the general discourse about video games in the public and media seems to have shifted in relation to the uses and effects…
As a society, we often seek to find an explanation for things that are new or that we don’t understand. This explanation often, and unfortunately, takes the form of a…
Batman and Robin, the most dynamic of duos, have battled the villainous forces of Gotham City side by side since 1940. Unfortunately spending long, arduous hours together in the pursuit…
This year the World Health Organization (WHO) controversially decided to include the diagnoses of gaming disorder and hazardous gaming in the upcoming eleventh version of the International Statistical Classification of…
Take This, IGDA, and IGDAF Statement on Recent Events Video game organizations seek to create safer, more inclusive environments SEATTLE, WA – September 4, 2019 — In this past week,…
Take This is proud to announce a partnership with The International Games Summit on Mental Health Illness and Awareness (TIGS.CA), whose inaugural event will be held October 9-10, 2019 at…
People like simplicity. If we see something disturbing, we want it to have an easy-to-understand cause—especially if it’s something that hurts others. We like to be able to divide the…