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Serious Rigor for Serious Games

Sebastiaan Meijer and Wim Veen

A chapter in Enabling Innovation, 2011, pp 389-392 from Springer

Abstract: Abstract While playing is as old as the human species (Homo Ludens, Huizinga 1971), it is remarkable how little we understand about what makes people learn from playing games. In our eyes, the contribution of this chapter is threefold. Firstly, the main text discusses a variety of ways to structure all different types of games with the purpose to explain the learning outcomes. Secondly, it addresses some differences between two somewhat separate communities of practice, divided by language, even though the geographical distance is rather small. Thirdly, it presents a computer-based version of a paper-based game that has promising applications in teaching applications. Our comment will sequentially address the three contributions, to end with opportunities for future research.

Keywords: Intellectual Capital; Teaching Application; Instant Satisfaction; Gaming Simulation; English Speaking World (search for similar items in EconPapers)
Date: 2011
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Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-642-24503-9_39

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DOI: 10.1007/978-3-642-24503-9_39

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