编辑-游戏与学习:巩固和拓展模拟和数字游戏的潜力

Pedro Pinto Neves, Carla Sousa, Micaela Fonseca, Sara Rye
{"title":"编辑-游戏与学习:巩固和拓展模拟和数字游戏的潜力","authors":"Pedro Pinto Neves, Carla Sousa, Micaela Fonseca, Sara Rye","doi":"10.24140/ijfma.v8.n1.edit","DOIUrl":null,"url":null,"abstract":"For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.","PeriodicalId":36220,"journal":{"name":"International Journal of Film and Media Arts","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Editorial - Games and Learning: Consolidating and Expanding the Potential of Analogue and Digital Games\",\"authors\":\"Pedro Pinto Neves, Carla Sousa, Micaela Fonseca, Sara Rye\",\"doi\":\"10.24140/ijfma.v8.n1.edit\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.\",\"PeriodicalId\":36220,\"journal\":{\"name\":\"International Journal of Film and Media Arts\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Film and Media Arts\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24140/ijfma.v8.n1.edit\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Film and Media Arts","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24140/ijfma.v8.n1.edit","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0

摘要

很长一段时间以来,Games Research一直受到Jaakko Stenros和Annika Waern所称的数字谬误的影响,即将模拟游戏视为数字游戏的一个子集,而不是相反。棋盘游戏曾经与游戏的过去联系在一起,学习与数字游戏与未来联系在一起。现在,棋盘游戏在学习中有了新的见解和应用,同时也复兴为娱乐游戏。尽管棋盘游戏在学习中找到了新的相关性,但数字游戏中已经被认可的学习可能性仍在继续扩大,有了更灵活、更普遍的工具和平台,可以探索更多样的学习研究和实践途径。增强现实和混合现实以及虚拟现实都是需要进一步探索的学习前沿。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Editorial - Games and Learning: Consolidating and Expanding the Potential of Analogue and Digital Games
For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.20
自引率
0.00%
发文量
1
期刊最新文献
The future of audio-visual designers with a focus on sound Editorial: Sound – Screen – Research “Sound-Conscious” Screenwriting: Considering sound as storytelling tool in the screenplay The Construction of a Different Fantasmatic Body – Post-Cinematic Experience Between ASMR and Multi-Vocality Sound Dramaturgy
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1