The Move Beyond Edutainment: Have We Learnt Our Lessons from Entertainment Games?

被引:0
|
作者
Azadegan, Aida [1 ]
Hauge, Jannicke Balsrud [2 ]
Bellotti, Francesco [3 ]
Berta, Riccardo [3 ]
Bidarra, Rafael [4 ]
Harteveld, Casper [7 ]
Riedel, Johann C. K. H. [5 ]
Stanescu, Ioana Andreea [6 ]
机构
[1] Univ West Scotland, Sch Comp, Paisley PA1 2BE, Renfrew, Scotland
[2] Univ Bremen, Bremer Inst Prod & Logist, Bremen, Germany
[3] Univ Genoa, Genoa, Italy
[4] Delft Univ Technol, Delft, Netherlands
[5] Univ Nottingham, Nottingham, England
[6] Natl Def Univ, Bucharest, Romania
[7] Northeastern Univ, Boston, MA 02115 USA
来源
GAMES AND LEARNING ALLIANCE | 2014年 / 8605卷
关键词
D O I
10.1007/978-3-319-12157-4_7
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Serious games (SGs) have been used in the education of students and professionals for decades, but still have not reached their full potential, despite the large consensus they have gained recently. The entertainment game industry is a rapidly developing phenomenon, with a high market potential, enabled and enhanced by technological innovation. The question examined in this paper is: Did serious game designers learn from Entertainment Game (EG) designers in building a successful game? This paper presents three case study examples of games that have good learning outcomes to explore this question. This paper discusses the salient aspects and the differences between the examples and suggests how SGs could learn more from successful EGs.
引用
收藏
页码:77 / 89
页数:13
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