Digital games have become an integral part of society. According to the Entertainment Software Association, consumers spent slightly over $21 billion on digital games, hardware, and accessories in 2012 (up from $16 billion in 2011), with 51 % of American households owning a game console (Entertainment Software Association 2014). Globally, the video game market had approximately $93 billion in revenue in 2013 (Gartner 2013). As digital games have become prevalent globally, so has the interest in using digital games for educational purposes.
CITATION STYLE
Dabbagh, N., Benson, A. D., Denham, A., Joseph, R., Al-Freih, M., Zgheib, G., … Guo, Z. (2016). Game-based Learning (pp. 31–35). https://doi.org/10.1007/978-3-319-22963-8_6
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