Editorial - Games and Learning: Consolidating and Expanding the Potential of Analogue and Digital Games

Q3 Arts and Humanities
Pedro Pinto Neves, Carla Sousa, Micaela Fonseca, Sara Rye
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引用次数: 0

Abstract

For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.
编辑-游戏与学习:巩固和拓展模拟和数字游戏的潜力
很长一段时间以来,Games Research一直受到Jaakko Stenros和Annika Waern所称的数字谬误的影响,即将模拟游戏视为数字游戏的一个子集,而不是相反。棋盘游戏曾经与游戏的过去联系在一起,学习与数字游戏与未来联系在一起。现在,棋盘游戏在学习中有了新的见解和应用,同时也复兴为娱乐游戏。尽管棋盘游戏在学习中找到了新的相关性,但数字游戏中已经被认可的学习可能性仍在继续扩大,有了更灵活、更普遍的工具和平台,可以探索更多样的学习研究和实践途径。增强现实和混合现实以及虚拟现实都是需要进一步探索的学习前沿。
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来源期刊
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.20
自引率
0.00%
发文量
1
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