This article investigates existing digital games that are developed and used in Hong Kong to serve the local community and tackle various educational, social, and environmental issues. An online review and interviews of experts in the field found that 517 games were used and developed in Hong Kong. The games are mostly available online for free use. In this article, a categorisation of fourteen domains is proposed based on the games' general themes and learning goals. This article discusses some examples of the games in the review, and explores the existing potential of serious games as social innovation in Hong Kong.
CITATION STYLE
Wirman, H. (2018). Serious Games as Social Innovation: Case Hong Kong 2003-2017. Cubic Journal, 1, 186–195. https://doi.org/10.31182/cubic.2018.1.011
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