2012
DOI: 10.1080/17439884.2012.641568
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Investigating the relationships between informal learning and player involvement in digital games

Abstract: In the last few years, digital games have become increasingly popular with both 'hardcore' and 'casual' audiences. At the same time, it has been argued that games can be powerful learning environments, since they are seen to encourage active and critical learning through participation in affinity groups and semiotic domains but there is a need for further empirical evidence to explore how this participation occurs and how prevalent it actually is. In addition the effectiveness of games within education indicat… Show more

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Cited by 15 publications
(15 citation statements)
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(7 reference statements)
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“…Some studies have investigated motivation and/or engagement in game-based contexts, notably Schwabe and Goth (2005), Huizenga et al (2009) and Iacovides et al (2012). Hurd, writing in the context of online distance learning, notes that "Motivation is the factor most frequently cited as critical to successful learning by distance learners themselves" (Hurd, 2008, p.227).…”
Section: Motivationalmentioning
confidence: 99%
“…Some studies have investigated motivation and/or engagement in game-based contexts, notably Schwabe and Goth (2005), Huizenga et al (2009) and Iacovides et al (2012). Hurd, writing in the context of online distance learning, notes that "Motivation is the factor most frequently cited as critical to successful learning by distance learners themselves" (Hurd, 2008, p.227).…”
Section: Motivationalmentioning
confidence: 99%
“…It is a new formula of communication between people from all over the world with similar tastes who converge on the same ludic environment where the development of game play makes it possible to establish relationships, encouraging collaboration as well as the transfer of strategies and knowledge linked with demands and executions specific to the game (Camilleri, Busuttil & Montebello, 2011;Iacovides, Aczel, Scanlon & Woods, 2012).…”
Section: Introductionmentioning
confidence: 99%
“…Similarly, within a ludic context, networked games favor communication between gamers and encourage them to exchange experiences (Altamimi & Skinner, 2012;Ducheneaut, Yee, Nickell & Moore, 2006;Iacovides et al, 2012). In the case of games integrated into social networks, users can enjoy and amuse themselves, have a feeling of self-satisfaction after achieving the proposed aims and see how their needs are met through the implementation of their missions or activities -and they can share games as well.…”
Section: Introductionmentioning
confidence: 99%
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