Handbook of Research on Improving Learning and Motivation Through Educational Games Games as a Disruptive Force across Multiple Industries
نویسنده
چکیده
The computer gaming industry has created powerful technologies in visualization, computation, networking, and social interaction. These applications were created as a form of entertainment, but their integration into the larger user experience of the Internet and Web has brought them to the attention of a number of industries beyond entertainment. This attention and the early successes of several game-based products have given additional impetus to the use of game technologies for serious applications in science, engineering, education, training, and marketing. This chapter will explore the business and social forces driving the adoption of game technologies in multiple industries. We introduce five specific forces that compel industries to adopt game technologies for their core products and services. These five forces are computer hardware costs, game software power, social acceptance, industry successes, and native industry experimentation. Together these influence the degree and rapidity at which game technologies are adopted in a number of industries. The chapter also identifies five industry sectors which are actively experimenting with serious games and in which many successful applications have been created. These sectors are education and training, engineering design, product and service marketing, scientific exploration and analysis, and business decision making. Examples in each of these sectors will be provided along with discussions of the forces that have made games an effective choice. The conclusion is that games and the technologies that they embody will continue to proliferate through a wide variety of industries, following a similar pattern to that taken by electronics and the Internet.
منابع مشابه
Relationship between Designing Computer-based Educational Games, and Learning Motivation among Elementary Students
Background: Motivation is an important factor in learning. Educational games increase the learning motivation and understanding of students by creating a sense of joy, satisfaction and involvement. However, it is necessary to incorporate learning elements into the games, differently. In this study, the researcher tried to provide a model for designing educational games and determining its relat...
متن کاملEvaluating the Effectiveness of Using Sport and Traditional Games at the Higher Military Educational Establishments in a Pandemic and Post-pandemic Period
Background. The cadets experienced particular difficulties in a pandemic period because due to isolation and faced a number of unanticipated challenges like stress, anxiety, and low learning outcomes. Objectives: The aim of the study was to evaluate the effectiveness of sport and traditional games to improve cadets’ learning performance and motivation to learning activities and future service ...
متن کاملAffective Gaming in Education, Training and Therapy: Motivation, Requirements, Techniques
Games are being increasingly used for educational and training purposes, because of their unique ability to engage students, and to provide customized learning and training protocols. In addition, games are being developed for health-related education and training, for cognitive and motor rehabilitation, and, more recently, for psychotherapy. Emotion plays a central role in learning, in the tra...
متن کاملLearning about Recycling and Reuse through Pre-School Games
Learning about Recycling and Reuse through Pre-School Games S.M. Shobeyri, Ph.D. H. Meybodi A. Saraadipoor S. Rashidi Environmental education is the most fundamental approach to environmental protection and can begin from the pre-school level and through the use of games. To show the effectiveness of this approach, a random sample of 30 preschoolers of ages 5 and 6 was se...
متن کاملThe Impact of Games on EFL Iranian Learner’s Vocabulary Proficiency in Second Grade of High School
The present research sought to investigate the effects of different games on IranianEFL learners in second grade high school's vocabulary improvement. Seventy eight malesecond grade students of Emam ali high school in Avaj participated in this research. Theresearch was conducted in five sessions in near two months, each session lasted aboutforty five minutes. The subjects were randomly assigned...
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تاریخ انتشار 2010