Author name: Benjamin Merrick

What If Education Went Full AAA? The Case for Punk EdTech

Every so often, I wonder what would happen if EdTech took itself as seriously as the games industry takes Zelda, Animal Crossing, or Grand Theft Auto1. Imagine an educational game with a cinematic trailer, a global launch, and a fanbase counting down the days. Teachers queueing like gamers on release night. Learners logging in not […]

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First Their Curiosity. Then Their Attention. Now What?

We’re great at engagement. Maybe it’s time we aimed higher. Games already have the attention of millions. But with that comes responsibility — and an opportunity to prepare players for the future, not just distract them from the present. The games industry isn’t short on attention. We have people’s attention.It’s short on purpose. We’ve built entire

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On Readiness, Displacement, and Growth at the Edge

What the games industry needs now isn’t people with all the answers—it’s people willing to lead quietly through uncertainty and change. The games industry is in a period of flux. Studios are consolidating. Projects are being paused. Talented people across disciplines—artists, programmers, producers, QA, and more—are finding themselves in transition. In times like these, it’s

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Fire Starters and Fire Carriers: Technology & the Wisdom of Impact

Are you starting fires or carrying them? A reflection on tech, games, and the quiet power of stewardship over speed. Among many Indigenous cultures, particularly in Native American traditions, there was a respected and essential role: the fire carrier. These individuals were entrusted with transporting embers between settlements, ensuring that a flame—representing warmth, safety, and

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Learning needs a New Game

Games already teach systems, problem-solving, and creativity. What if we made some that do it on purpose—for the world we’re heading into? Over the past two decades, I’ve worked on games played by millions. Large projects, built by small/medium and large teams who cared about the right things—mechanics, feedback, pacing, and above all, the experience

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