Digital Games and Learning

Digital Games and Learning

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The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and accelerate learning? How can they be used to greatest effect in learning and teaching? The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations.

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  • Hardback | 310 pages
  • 160 x 236 x 24mm | 580.6g
  • Continuum Publishing Corporation
  • New YorkUnited States
  • English
  • New.
  • 1, black & white illustrations
  • 0826421377
  • 9780826421371

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Author Information

Paul Maharg is Professor of Law at the Glasgow Graduate School, University of Strathclyde UK. Henry Jenkins is Director of the Comparative Media Studies Program and Full Professor of Literature at the Massachusetts Institute of Technology, USA. Sara de Freitas is Professor of Virtual Environments and Director of Research at the Serious Games Institute, University of Coventry, UK.

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Review quote

"Educational policy-makers and researchers in the area of digital learning and serious gaming will find this a valuable book to read." - Jonathan C. Roach (St. Thomas University, FL), Teaching Theology & Religion

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