Video Gaming, Education and Digital Learning Technologies

This article presents an overview of video gaming and discusses how gaming is related and relevant to digital libraries and digital learning technologies. It suggests that these relationships are worthy of more detailed investigation.

The article begins with information about video games and gaming consoles, a comparison of consoles and the PC, and some observations on the network capabilities of consoles. Next, the relevance of gaming to academia is highlighted, and the relevance of games and consoles to learning technologies is considered. Emerging gaming platforms are explored, and the article concludes with some observations on future directions in video gaming and how the best and most relevant aspects of gaming can help create engaging and beneficial digital learning and research technologies.

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Format

Language

Country

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Author

John Kirriemuir

Year

2002

ISBN

D-Lib Magazine February 2002 Volume 8 Number 2 ISSN 1082-9873

Length

1 page

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