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Digital Schoolhouse (DSH), a UK-based programme which uses play-based learning to engage the next generation of pupils and teachers, has partnered with Kucheza Gaming to deliver Computer Science lessons to young people in Nigeria from September.

Originally seed-funded by the Mayor of London’s Schools of Excellence fund and delivered by the UK game trade body Ukie, the not-for-profit DSH has now reached 86,000 pupils across the country and seeks to replicate its impact by introducing games-centric resources and ‘unplugged’ activities (requiring no technology) to young people in Nigeria.

Kucheza Gaming is an Africa focused esports and games company for ages 6 -18 years which harnesses “play” as a force for youth development and empowerment in Africa. Reflected by their namesake “Kucheza” — a Swahili word meaning “play” or “to play” — the organisation demonstrates a new level of value in…


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Play is any activity engaged in for leisure or fun. The importance is placed in the process rather than an endpoint or goal. Play is a way to engage the brain and body in fun activities performed for self-amusement that have behavioural, social, and psychomotor rewards. These rewards come from within a child; being an enjoyable and spontaneous activity.

Play is an essential part of our growth and development as humans. It is one of the most important ways in which young children gain essential knowledge and skills. This concept allows children to explore their minds to learn about cause and effect, to explore the environments around them, to learn social and psychomotor skills and to learn communications through their emotions. This, in turn, opens their brain to cognitive thinking. …


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Gaming is an exciting but competitive sphere where professionals who have a good balance of fun, creativity and technology are needed. But creating a new game is not an easy job, as the competition rate is high and the game industry is changing on a daily basis while more and more games are invented. The foremost skills required in this field are innovation and passion. There are many career options in the field of gaming technology. …


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Ayo, Monopoly, Scrabble; these are the games I grew up with. Gaming for me was the family-centred group activity we shared during the weekend. And I loved it. I loved it all. Playing ‘Donkey’ and trying to hide my cards from everyone else. Playing Monopoly and getting cheated over and over again. It was all safe family fun.

Then came technology; SEGA, Gameboy, Nintendo Wii, Playstations… We didn’t have any of those. I only experienced any of these when I visited friends or cousins. My parents just were not big fans. Playstation = reduced outdoor time, extended screen time, possible violence; no way, not for my daughters. Electric cars — maybe. …


Article by Buckler&Shield

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My most memorable time of playing as a child was with a bag of lego bricks as I tried to construct my own world as I saw it. Replete with houses, gas stations, cars, humans, streets and other elements of daily human life. Speaking of cars, I had a number of those also, all types. Police cars, ambulances, fire trucks, and so on. It was a perfect world for me and a playful one too.My …


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The gaming industry has grown exponentially over the past decade or two, and now game developers are rethinking the use of games as platforms, and the relationship between developers and audiences. There has been a growing debate among gamers whether games should be strictly product-based or service-based. This has birthed a new wave known as Gaming as a Service or GaaS. So, what is this Gaming as a service that is causing a lot of debate? …


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My fondest memories of my childhood are often related to experiences I shared with my family and friends. I remember playing draughts (checkers for the Americans) and ludo with my mum, shooting pool and playing table tennis with friends and family, which often resulted in petty gambling — a story for another day. I also remember taking my passbook to school on Wednesdays eagerly awaiting the bank’s bus so I could deposit my 10 kobo, working on choreography with friends to perform at the infamous social days where the reputation of the school and club firmly rested on our shoulders. …


“Gaming organizations are beginning to spring forth across Africa”.

kucheza
kucheza

The Esports market has seen growth at a tremendous pace over the past few years. Total esports revenue jumped from $493 million in 2016 to $655 million in 2017, and total revenue could exceed $900 million in 2018.

Closing in at a billion dollars, with a global audience of over 300 million fans, this industry has dedicated fans following their favorite gamers or persons at any given time. Sponsorships and advertising are the largest contributor to this revenue, however, media rights to streaming is consistently growing at a significant pace with Twitch and YouTube gaming being the biggest players in this space. However, Mixer, Microsoft’s latest streaming platform is trying to encroach on that space that has been occupied by those 2 giants. …


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Growing up in Lagos, Nigeria, my fondest childhood memories are often related to shared experiences with family and friends. I remember playing draughts (checkers for the Americans) and ludo with my mum, shooting pool and playing table tennis with friends and family which often resulted in petty gambling — a story for another day), taking my passbook to school on Wednesdays eagerly awaiting the bank’s bus so I could deposit my 10 kobo.

Evenings spent playing board games with my mum required my A game, especially with draughts (yes draughts, not chess). You know what they say about Policemen and draughts. Anyway, playing with my mum meant I needed to think through the game moves ahead, scenario planning at speed, learning sometimes winning requires sacrificing a piece or 2 during the battle. …

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