The Utility of Games for Society, Business, and Politics

  • Mayer I
  • Warmelink H
  • Zhou Q
N/ACitations
Citations of this article
14Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

Summary This chapter discusses one building block for a science of serious games (SG) that has marked consequences for the development, use, dissemination, and evaluation of games for learning. The authors call this as building block framing or frame-reflective discourse analysis. The chapter first illustrates why definitions and taxonomies do not clarify much in the confusing discourse about games, learning, and education. It then discusses what frames are and how frame-reflective discourse analysis works with respect to understanding games. The chapter also describes a few frames, and illustrates them with examples. Based upon the principles of frame analysis the authors intend to construct a number of frames that color the discourse on the utility of games in society, business, and politics, and consider their consequences for research and policy. Finally, the chapter shows how these frames influence policy and research agendas, and wrap up with a few practical implications of framing.

Cite

CITATION STYLE

APA

Mayer, I., Warmelink, H., & Zhou, Q. (2016). The Utility of Games for Society, Business, and Politics. In The Wiley Handbook of Learning Technology (pp. 406–435). Wiley. https://doi.org/10.1002/9781118736494.ch22

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free