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Emerging trends in serious games and virtual worlds PDF Print E-mail

 by Sara de Freitas, Research Report, March 2008, BECTA

The role of ‘serious games’ in modern culture is a recent phenomenon, and broadly arises out of the wider use of electronic gaming for leisure purposes and the increasing use of the internet to support large online communities.
Serious games, as distinct from leisure games, provide users and players with opportunities to explore non-leisure applications using games and immersive world applications for education and training, as well as supporting business and medical uses (Michael and Chen, 2006). pdf  Read full article

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