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A Socio-Pedagogical Reading From Video Game to Game Learning

A Socio-Pedagogical Reading From Video Game to Game Learning
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Author(s): Alessia Sozio (Pegaso Università Telematica, Italy), Alfonso Amendola (Università degli Studi di Salerno, Italy), Maria Carbone (Università Giustino Fortunato, Italy)and Tonia De Giuseppe (Università Giustino Fortunato, Italy)
Copyright: 2024
Pages: 20
Source title: Disruptive Technologies in Education and Workforce Development
Source Author(s)/Editor(s): Julie A. Delello (The University of Texas at Tyler, USA)and Rochell R. McWhorter (The University of Texas at Tyler, USA)
DOI: 10.4018/979-8-3693-3003-6.ch005

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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.

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