John Kirriemuir, Angela McFarlene
01 January 2004
This review provides:
- a summary of the contemporary state of the computer and video gaming industry, market and culture
- an overview of the main developments in research into gaming and the educational relevance of video games, and a summary of the literature resulting from this research
- a basis for communication between the educational research community and the commercial sector on the subject of the use of games technologies in the design of learning resources
- a basis for discussion within educational communities on the use of digital games within educational settings.
Literature review in games and learning , Literature review in games and learning , Literature review in games and learning , Games-based experiences for learning , Games-based learning experiences , Game-based learning