Game-based Learning

  • Dabbagh N
  • Benson A
  • Denham A
  • et al.
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Abstract

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.

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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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