Serious games and training in the digital society

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.
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Marcano, B. (2008). Serious games and training in the digital society. Education in The Knowledge Society, 9(3), 93–107. https://doi.org/10.14201/eks.16791

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