The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
A Socio-Pedagogical Reading From Video Game to Game Learning
Abstract
The video game, a phenomenon less than a century old, is relatively recent compared to the millennia-long history of “analog” gaming, its natural predecessor. In recent decades, digital play has emerged as a prominent expression of contemporary culture, possessing exceptional social, cultural, and technological value. It stands as the leading global entertainment sector in terms of time spent and budget, surpassing the revenues of the film and record industries. Digital games are not only a central economic force in the entertainment and technology industries but also foster new cultural and social narratives through their participatory and collaborative nature. This chapter will explore the evolution from traditional games to video games and their effectiveness in enhancing knowledge and learning.
Related Content
Wan Zuhainis Saad, Nor Aziah Alias, Chou Min Chong, Suriana Sabri.
© 2026.
26 pages.
|
V. Krishnamoorthy, Nishant Bhuvanesh Trivedi, Ratan Sarkar, Ranjeeta Saini, Archudha Arjunasamy.
© 2026.
30 pages.
|
Prasanna Ramakrisnan, Mohd Farhan Shah Ahmad Rusli, Mike Soon Tai Gan Hou.
© 2026.
18 pages.
|
Rippandeep Kaur, Ratan Sarkar, M. Lalitha, Saurabh Chandra, Taruna Anand.
© 2026.
30 pages.
|
M. Dhanasekar, Rijuta Prashant Joshi, R. Somasundaram, Kavya D. N., Uma Patil, Subhi Boopa.
© 2026.
28 pages.
|
Billur Köfter, Canan Koçak Altundağ, Ayşem Seda Yücel.
© 2026.
38 pages.
|
Nazurah Nik-Eezammuddeen, Najwa Baharudin.
© 2026.
34 pages.
|
|
|