crecente,
@crecente@games.ngo avatar

@mviktoro @rglueckler @djvanness @academicchatter

(Genuinely) not to be pedantic but it's helpful to explicitly distinguish between various interpretations of "gaming center."

The original article refers to E-Sports. I would place E-Sports in the same general category as tennis courts (i.e. student recreation).

However, it's important to not inadvertently lump those in with various university game labs / centers focusing on non-entertainment games (e.g. games for physical rehabilitation or public health).

Advancing our knowledge and use of digital games for prosocial purposes is, among other things, intended to encourage future generations to value media literacy and critical thinking.

⭐ Some design decisions we've made around our prosocial games are intended to make it easier for students to access them in libraries.

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