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Pervasive learning games: Explorations of hybrid educational gamescapes

Siobhán Thomas
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Siobhán Thomas: Yammy Ltd., UK

Simulation & Gaming, 2006, vol. 37, issue 1, 41-55

Abstract: Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning. Advances in pervasive and ubiquitous computing offer the potential for significant innovation in the use of games and education. Pervasive learning games build on the framework provided by commercial video games and the theoretical foundation (design and practice) offered by the field of games and education. Commercial pervasive games such as NOKIAGAME and Electronic Arts'MAJESTIC used multiple media platforms—mobile phones, computers, PDAs, fax machines, television, and newspapers—to deliver game content in real time. While the structure of these games is derived from a digitally created gameworld, the games are framed by the players' real-life physical surroundings and the players' interactions with these surroundings. This article presents a theoretical overview of pervasive games and pervasive and ubiquitous computing, looking specifically at the benefits these areas offer learning.

Keywords: ambient learning; immersive games; mobile games; pervasive computing; pervasive games; pervasive learning; pervasive learning games; serious games; ubiquitous computing; ubiquitous learning; urban mobile games (search for similar items in EconPapers)
Date: 2006
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:37:y:2006:i:1:p:41-55

DOI: 10.1177/1046878105282274

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