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

نویسندگان

  • Aida Azadegan
  • Jannicke Baalsrud Hauge
  • Francesco Bellotti
  • Riccardo Berta
  • Rafael Bidarra
  • Casper Harteveld
  • Johann c. k. h. Riedel
  • Ioana A. Stanescu
چکیده

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.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment

Playing computer games is a routine activity of children today. They play different genres of games in different settings and on varying platforms. In recent years educators beginning to take interest in this phenomena and explore the characteristics of the computer games that allure children of all ages. Many have agreed that interactive computer games enhance concentration, promote critical t...

متن کامل

Making sweet music : The Educational Use of Computer Games

The area of educational computer games is not yet well defined but there are recent attempts at rehabilitating the field. However, sidestepping classic edutainment is not an easy task. Edutainment have since the 1970s used a classic formula for producing educational computer games based on learning theories with problematic assumptions given our current knowledge of how humans learn. This artic...

متن کامل

GAINE - tanGible augmented interaction for edutainment

Interactive tabletops are gaining an increasing interest since they provide a more natural interaction with digital contents and allow the interaction of multiple users at a time promoting face-to-face collaboration, information sharing and the raise of social experiences. Given the potentialities offered by these devices, several entertainment-edutainment applications based on interactive tabl...

متن کامل

Similarities and differences between “learn through play” and “edutainment”

The idea of integrating education and entertainment can be widely observed over the last few decades. Recently, two commonly known terms when referring to combining learning and entertainment are “learn through play” and “edutainment”. The objective of this paper is to present an investigation into the similarities and differences of these two terms. This includes definitions, applications, and...

متن کامل

Teaching Me Softly: Experiences and Reflections on Informal Educational Game Design

Video games are highly engaging environments. Therefore, there is a growing interest in harnessing their motivational potential via game-based learning. However, putting curricular content into digital games is not trivial. Many educational games fail to combine teaching and gameplay in a subtle way, thereby suffer from low-grade design and fail to utilise the motivational potential of video ga...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2013