Serious Games and Their Potential in Education
Serious Games and Their Potential in Education
Author(s): Ján PronerSubject(s): Psychology, Media studies, History of Education, Social Informatics, Sociology of Education
Published by: Univerzita sv. Cyrila a Metoda v Trnave, Fakulta masmediálnej komunikácie
Keywords: Digital Natives; Education; Motivation; Psychology of Flow; Serious Games;
Summary/Abstract: The development of digital games and game industry opens up a debate on the possibilities of using digital games in different fields. Serious games became one of the most used terms in a connection with innovative learning tools. They become part of a variety of industries such as health, defense, education, communications, politics and many others. First of all, paper introduces the definiton of serious games, whats the term „serious“ mean and the differrences between serious and entertaining game. Futhermore paper focuse on motiovation of games and the importance of using games to digital natives audience. This paper takes a look at the difference between the words serious and fun, which is often asociated as main element of motivation for playing games. Paper offers an overview into the issue of serious games and its applying in education.
Journal: Marketing Identity
- Issue Year: 6/2018
- Issue No: 1/2
- Page Range: 183-194
- Page Count: 12
- Language: English