Juegos serios y entrenamiento en la sociedad digital

B. Marcano
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引用次数: 58

Abstract

This article –based on a documental investigation- discusses the function of games as a tool for learning new behaviours and social and practical attitudes, pointing out the role played nowadays by the videogames as technological products of the digital society. The modality of videogames labelled Serious Games is emphasized, characterized by its special design to achieve formative goals (educational, training and information). The main attributes of the serious games are described, as well as the areas in which they are most used –the military, educational, business, governmental and politics areas. Some different examples are presented which include simulations, videogames and alternative reality games. Finally, it is also discussed the effective results achieved with the implementation of serious games modality due to its flexibility and adaptation to different users and the receptiveness of the target population.
数字社会中的严肃游戏和训练
本文以文献调查为基础,讨论了游戏作为学习新行为和社会实践态度的工具的功能,指出了电子游戏作为数字社会的技术产品在当今所扮演的角色。强调了电子游戏的模式,即严肃游戏,其特点是其特殊的设计能够实现形成性目标(教育,培训和信息)。描述了严肃游戏的主要属性,以及它们最常用的领域-军事,教育,商业,政府和政治领域。本文给出了一些不同的例子,包括模拟、电子游戏和另类现实游戏。最后,还讨论了严肃游戏模式由于其对不同用户的灵活性和适应性以及目标人群的接受性而实施所取得的有效效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
自引率
0.00%
发文量
69
审稿时长
8 weeks
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