In this paper, the authors explore the possible contribution of serious games for advanced academic and/or professional learning in particular to support the decision-making and 1...
Geertje Bekebrede, Igor Mayer, Stijn-Pieter A. van...
With the proliferation of robotics in industry, education and entertainment, artificial intelligent robots challenge the way we think about relationships between humans and machin...
Games Studies is still a relatively new field where much basic research remains to be done. This study asks K-12 teachers about their attitudes towards the use of games for teachi...
Through the combined efforts of many dedicated researchers across the globe, the “message” of the value of games for learning is starting to be heard in formal education, but ...
Young people’s participation in online digital culture is one of the most efficient means by which they become proficient in the management of Information and Communications Tec...
This paper explores the implications and uptakes of game developers’ increasing reliance on the creative labour of fan content creators. It draws on an ethnographic account of A...
We were motivated to consider proposing/adopting a new curriculum by the decrease in student enrolments currently experienced by our computing science programs. This requirement f...
Videogames have been studied seriously only for a few years. So, we can wonder how we could use the recent academic works to approach new design methods. This article proposes a f...