Conferences

We’re proud to announce that our research study on Dicey Escape, a PBS Kids digital math game, has been accepted to the International Communication Association (ICA) 2026 Conference — one of the leading global forums for communication research. The paper’s first author, Nancy A. Jennings, PhD from the CHEER Lab at the University of Cincinnati, will present the research findings at the conference in Cape Town, South Africa, June 4–6, 2026. Allison Caplovitz, PhD and Tiffany Salone, M.Ed from Fluent Research and Kelly R. Merrill Jr, PhD from University of Cincinnati are co-authors.

The research was conducted when PBS KIDS engaged Fluent Research to answer a straightforward but important question: does the Odd Squad Dicey Escape game actually improve math skills in young children, and how do kids respond to it overall? The study followed children ages 5–7 over a three-week period, measuring their math knowledge before and after gameplay. The findings — and their implications for app design and parenting decisions — are available on our website.

The ICA acceptance brings this work to an international research audience and reflects the broader significance of the study’s findings. The article provides a deeper look at the methodology, results, and what they mean for educators, parents, and digital content developers. Read the full text here: Digital Games and Math Skills Development: Leveraging Digital Play with Early Math Trajectories in the PBS KIDS’ Odd Squad Game Dicey Escape.

Charlotte Beatty and I had the pleasure of attending the 2025 Games for Change (G4C) Festival, held on June 26–27 at Parsons School of Design in New York City. The event brought together innovators from the gaming, education, health, and social impact sectors, exploring how games and immersive media can foster collaboration across industries. We had the opportunity to listen to the latest social impact innovations from major gaming companies like Minecraft Education, Roblox, Ubisoft and changemakers in the space, such as Sesame Workshop, Ludic Mind Studios, and the Geena Davis Institute.

At Fluent Research, our work frequently intersects with gaming, EdTech, and media. The festival provided valuable insights into the future of these industries, inspiring us with new perspectives on how games can drive education, mental health, and social change. We’re eager to apply these learnings to our work.

Here are a few key takeaways we would like to share with you:

1. Dispelling Gaming Stereotypes

One of the key themes discussed at the festival was debunking conventional gaming stereotypes. Historically viewed as mere entertainment, gaming is now widely recognized as a powerful educational and therapeutic tool. The Geena Davis Institute, for example, detailed their methodology for identifying and addressing harmful stereotypes within games, particularly in fantasy storylines, through critical evaluation and revision of these harmful tropes.

Ludic Mind Studios also presented findings from a study analyzing the portrayal of mental illness across over 100 video games. This research revealed a prevalence of negative depictions, such as “asylums” being presented as sinister environments or individuals with mental health conditions being characterized as villainous or irredeemable. In response, Ludic Mind Studios developed a game, called “The Road Ahead”, that not only features positive mental health narratives but also equips players with practical strategies for managing their mental wellbeing through gameplay.

2. The Transformative Power of Gaming in EdTech

Gaming is fundamentally reshaping the EdTech landscape by delivering highly interactive learning experiences. Educational games effectively capture student engagement in ways that traditional classroom approaches often cannot, cultivating creativity, critical thinking, and collaborative skills while simultaneously enhancing learning enjoyment.

Consider Minecraft Education, which is now being integrated into school curricula to educate students on sustainability. Educators and librarians shared tremendous successes in leveraging Minecraft Education to engage students. In one example, students devised sustainable solutions within the game based on a real-world lab they conducted. Their work earned competition wins, media recognition, and ultimately led to a presentation at the United Nations. These students are now teaching younger learners how to use Minecraft Education to address real-world sustainability challenges.

Additionally, Roblox has introduced mini-games designed to teach young people about recycling, helping them understand the importance of sustainability in an interactive and fun way. These examples underscore gaming’s capacity to stimulate creativity and critical thinking while addressing critical global issues like environmental conservation.

3. Games as a Catalyst for Social Change

Games are rapidly emerging as powerful tools for addressing societal issues. During a panel discussion, the winners of the Unity 2025 Grant introduced their groundbreaking games and their impact on diverse communities. One developer created a game featuring a 3D animated avatar to teach American Sign Language (ASL) called the Small Talk app, offering an innovative communication learning tool for the hearing impaired. Another game immersed students in a large-scale ocean exploration, teaching them about environmental conservation and sustainability called World Ocean Explorer: A Virtual Immersion. Additionally, a robotics medical simulator was developed to assist disabled individuals with limited mobility in more effectively managing their medical care called RCareWorld was awarded the students grant. 

Ubisoft also presented their recent initiative for Just Dance, which incorporated a song and dance routine intended to represent what it’s like to have ADHD, helping to create a more positive and accurate representation of neurodiversity. This endeavor reflects EA’s broader commitment to inclusivity and raising awareness about mental health.

These projects are just a fraction of how the gaming industry is leveraging its influence to support underserved communities, enhance access to education, and provide improved care and learning opportunities. The potential for gaming to foster positive social change is truly inspiring.

4. Games for Emotional Regulation

Gaming can also serve as a valuable resource for emotional regulation, with some games specifically designed to assist players in managing stress and anxiety and practicing mindfulness techniques. Ludic Mind Studios has integrated therapeutic aspects into their games, emphasizing emotional awareness and resilience. These games not only entertain but also help players develop emotional intelligence and coping strategies, promoting overall mental wellbeing.

A particularly inspiring project highlighted at the festival came from a group of high school students in Los Angeles who developed a groundbreaking game within Roblox during a Hackathon. The game features an advanced AI system that proactively identifies and filters out negative language or speech directed at a player before reaching the recipient. The game also incorporates communal and restorative play principles. Players collaborate to cultivate a garden: positive remarks add to the greenery, while negative language results in reduced points. However, the player who used negative language is given the opportunity to retract their words and make amends. One of the students, who has been playing Roblox since he was 9 years old, shared a sentiment that resonated with the group: “As a young child, I didn’t understand what the words I was being told meant, I just knew it didn’t feel good, and I wanted to prevent that from happening to another child.” This project illustrates how games can foster a positive, supportive environment for emotional growth and empower players to develop healthier interactions both online and in real-world situations.

5. The Indispensability of Research in Game Design

The speakers at G4C underscored research in game design as an absolutely critical element for creating games that are not only enjoyable but also genuinely impactful. Particularly within the EdTech space, game developers often lack direct access to schools and educators, which complicates a full understanding of their unique needs and the optimal ways to tailor games for educational purposes. Research plays a pivotal role in bridging this gap, enabling developers to glean insights directly from educators and students to design more effective and engaging learning experiences. Collaborative efforts among researchers, educators, and game developers ensure that games are not merely entertaining but also fulfill educational objectives and address practical classroom challenges.

The 2025 Games for Change Festival showcased how far the gaming world has evolved and how much further it can go. From advancing inclusive storytelling and mental health support to transforming classrooms and empowering young creators, games are proving themselves to be powerful tools for learning, connection, and social impact. The ideas and projects we encountered reminded us that meaningful innovation happens at the intersection of creativity, empathy, and research. As games continue to push boundaries across industries, they offer exciting new pathways to solve real-world problems and build more connected, thoughtful, and equitable futures.

By User Experience Researcher Natalia Belchikov

Recently, we attended the Digital Media and Developing Minds International Scientific Congress in Washington, DC, which was organized by the Children and Screens Institute of Digital Media and Child Development. This unique event brought together clinicians, advocacy leaders, teachers, and researchers. Expertise among attendees included medicine, developmental psychology, and experimental psychology. The conference aimed to foster collaboration and exchange of ideas concerning children’s health and safety in relation to digital media use.

Key Themes

During the three-day event, which featured more than 15 talks and panels, several key themes emerged:

The Impact of Screen Media on Minoritized Youth

Discussions revolved around both the positive and negative effects of screen media on LGBTQ youth and youth of color.

Challenges of Under-Connected Youth

There was a focus on the limitations faced by under-connected youth and the need for equitable access to digital resources in the global south.

Data Deficiency on Young Children

Participants noted the lack of comprehensive data on young children’s digital media usage.

Privacy and Security Concerns

Topics included discussions on data ownership (parents vs. children) and the need for improved privacy and security measures for children online.

Updated Policies

There was a consensus that the Children’s Online Privacy Protection Act (COPPA) is outdated and that age gates alone are insufficient to safeguard children in today’s digital landscape.

Mental Health Implications

Speakers addressed the impact of digital media on the mental health of youth, including externalizing behaviors and bidirectional effects.

Youth Advisory Panels

Experts highlighted the value of involving youth in decision-making processes and participatory design research.

Parental Support and Contextual Influence

Panelists discussed how the context of home environments has impacts on children’s media use and potential dependence on screen time.

We found the conference  thought provoking and inspiring. It was a great opportunity to listen to interesting figures in the field and gain new perspectives that will inform our future work. This event served as a reminder that stepping away from daily tasks to attend conferences may lead to new ideas.

 

By Allison Caplovitz & Tiffany Salone

Earlier this year, I had the privilege of attending the 31st Annual Tech Conference at Harvard Business School. The goal of the conference was to bring together business leaders, students, and key tech stakeholders to discuss how technology is shaping society across industries, nationalities, and public and private spheres. It was a great opportunity to hear from some of the most innovative and influential people in the tech industry.

Throughout the day, there were four keynote presentations and several breakout panel and workshop options that focused on topics such as Artificial Intelligence/Machine Learning, entertainment tech, and Fintech, among others. Since I am interested in how to leverage technology to achieve positive social good, I chose to attend the breakout sessions on education, climate, and diversity in tech.

(Watch a TikTok of Evelin’s experience here.) 

Ed Tech

During the EdTech breakout session, the panelists stressed the importance of prioritizing diversity in UX research panels and studies to ensure the development of equitable, inclusive, and accessible products for all learners and educators. When asked about priority areas for innovation, the panelists agreed that EdTech companies should focus on developing products that enhance student-teacher communication, particularly using machine learning methods. One panelist gave an example of creating a product that allows schools with larger teacher-to-student ratios to ‘clone teachers.’ Essentially, educators could create a 1-on-1 video or tailored messages for their students who may be struggling with attendance or any other issue impacting their engagement. This would enhance their relationships and ensure students do not fall behind. Interestingly, the panelists also discussed the need to embrace new AI technologies like ChatGPT rather than seeing them as a threat. According to them, these tools are already helping overwhelmed teachers create lesson plans, promoting self-directed learning, and inspiring students to pursue STEM careers.

Climate Tech

Some of my favorite breakout sessions at the conference were about climate tech, which refers to technologies and innovations that aim to reduce greenhouse gas emissions to mitigate the impact of climate change. The key areas of innovation include clean energy (development, efficiency, and storage), carbon capture & storage, sustainable food & agriculture, and smart transportation. At this moment, investors say that climate tech is hot in venture capital because of its potential to help with foreseeable climate challenges that will arise in the next 20 years. According to them, “climate tech can be a billion dollar business with a trillion dollar impact in the world.” The climate tech companies represented at the conference reflected on their own journeys and identified gaming, energy discovery, and the cooling crisis as areas where their ventures are gaining investor endorsement. Here are a few examples:

      • Companies like Carbon Counts are addressing climate change through Play-to-Plant™ gaming, where players grow forests in-game and the company plants, grows and protects trees in the real world on their behalf.
      • Zanskar is using AI, big data, and advanced sensing techniques to discover geothermal energy because it is a key component of a 100% carbon-free electric grid.
      • Therma is using data science and machine learning to eliminate food and energy waste, all to address the cooling crisis. They are already working with major chain restaurants and other businesses to reduce their carbon footprint.

 

Diversity in Tech

As someone who identifies as Latinx and first-generation, issues of diversity and inclusion are especially important to me. With the rise of the tech industry, diversity in tech is a crucial area that needs attention. Historically, the tech industry has struggled with a lack of diversity, inclusion, and representation. The panelists reflected on the many barriers to entry for BIPOC communities who are first generation with limited networks, including unconscious bias in hiring and a lack of diversity in positions of leadership. Further, many of the panelists have experienced feelings of impostor syndrome, or the persistent inability to believe that one’s success is deserved or has been legitimately achieved as a result of one’s efforts or skills. Unfortunately, impostor syndrome disproportionately affects high-achieving individuals from underrepresented communities. To alleviate these challenges and foster a more diverse and inclusive industry, the panelists suggested establishing mentorship programs to support BIPOC students or career-changers, reevaluating hiring practices, and supporting aspiring tech entrepreneurs and BIPOC startups, among other things.

Overall, the 31st Annual Tech Conference at Harvard Business School was a unique opportunity to learn about the latest trends and innovations in the tech industry.

As technology and our dependence on it continue to grow, it is increasingly important that products, programs, and services we help develop as researchers are not only profitable but also contribute to a more equitable and sustainable future. Attending this conference has equipped me with valuable knowledge and insights that I can apply in my role as a UX Researcher to take a more impact-driven approach.

By Evelin Garcia

Last week Allison Caplovitz and Stefanie Cousins traveled to Miami to attend the Kidscreen Summit, one of the most important events for the kids’ entertainment industry. Attendees from all over the world return year after year to engage in critical conversations affecting the industry, conduct business meetings, and participate in key networking opportunities.

The week kicked off with a keynote by New York Times best-selling author and Newbery Award winner Kwame Alexander about the power of yes, specifically saying yes to creativity, saying yes to thinking outside the box, and saying yes to every opportunity. It was an impactful event, setting a positive tone for the rest of the week.

Streaming platforms, networks, production companies, animators, writers, and researchers were well represented on the stage and in the crowd last week. While not all sessions focused on COVID, several of the sessions Stefanie and Allison attended looked at kids’ content through that lens. Here are a few of their takeaways:

• A panel of kids’ content experts from Sesame Workshop, Warner Brothers Discovery, Duolingo, and Crandall Consulting discussed Lessons in Social Emotional Learning. They emphasized that infusing positive psychology, human-centric learning, and social-emotional learning into kids’ content is more critical than ever for kids to overcome the adversity they experienced during COVID. All panelists emphasized that soft skills, like resilience, collaboration, cooperation, and communication must be the nutrition we pack into programming.

• In their session, Coming out of COVID, experts from Dubit looked at the toll the pandemic has taken on kids, specifically their relationship with media. Dubit found that familiar, low risk, interactive, and comforting entertainment brands bring stability to kids and families now.

• Nickelodeon presented research in Mind the Gap, about “bridge” programs, which are geared toward 4-7-year-old, between preschool and big kid age groups. Bridge shows are just the right mix of comfort and excitement and are more like preschool programming than programs for big kids. Bluey, Gaby’s Dollhouse, and Wild Kratts are all examples of bridge programs. In our post-COVID world, bridge shows are thought to be more supportive of children in both age groups.

• The session, Pandemic Education Fallout: How COVID-19 Has Changed Everything, featured Sesame Workshop and The Family Room sharing research about the shifting learning priorities parents have for their preschoolers since the onset of the pandemic and how content creators can use this new information to impact their educational programming. Sesame Street, for example, has used this research in the development of its content for next season, focusing on curiosity (I wonder…) creative thinking (What if…), and task persistence (Let’s try…).

The next KidScreen Summit returns to Miami in February 2023 and we’re looking forward to another powerful week. See you there!