The computer as social skills agent
T.H.E. Journal (Technological Horizons in Education)
From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
The Ultimate History of Video Games: From Pong to Pokemon--the Story behind the Craze That Touched Our Lives and Changed the World
The Medium of the Video Game
Phoenix; The Fall and Rise of Videogames
Phoenix; The Fall and Rise of Videogames
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning
The Video GameTheory Reader
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Handbook of Children and the Media
Handbook of Children and the Media
Digital Game-Based Learning
Two-D or not Two-D: gender implications of visual cognition in electronic games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Electronic games: 2D or not 2D?
SIGGRAPH '05 ACM SIGGRAPH 2005 Educators program
Understanding Malaysian students as gamers: experience
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Understanding game design for affective learning
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Knowledge Modeling for Educational Games
WSKS '09 Proceedings of the 2nd World Summit on the Knowledge Society: Visioning and Engineering the Knowledge Society. A Web Science Perspective
Interoperability for LMS: The Missing Piece to Become the Common Place for Elearning Innovation
WSKS '09 Proceedings of the 2nd World Summit on the Knowledge Society: Visioning and Engineering the Knowledge Society. A Web Science Perspective
Hybrid content delivery and learning styles in a computer programming course
FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
Let's play chinese characters: mobile learning approaches via culturally inspired group games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
VIDEODOPE: applying persuasive technology to improve awareness of drugs abuse effects
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
A taxonomy of visualization strategies for cultural heritage applications
Journal on Computing and Cultural Heritage (JOCCH)
Learning objects in educational games
International Journal of Technology Enhanced Learning
A common software architecture for educational games
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Well-being to "well done!": the development cycle in role-playing games
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
Teacher Perceptions of Games in Singapore Schools
Simulation and Gaming
Entertaining education – using games-based and service-oriented learning to improve STEM education
Transactions on Edutainment III
Designing a mobile video game to help young deaf children learn Auslan
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Journal on Computing and Cultural Heritage (JOCCH)
Informal learning recognition through a cloud ecosystem
Future Generation Computer Systems
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Fully integrated into the everyday lives of millions of young people throughout the world, video games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit video games by assuming their negative effects. After more than two decades of research, however, many studies have been published that have gradually led to a more complex, nuanced, and useful understanding of video games. This article focuses on one of the most interesting alternative perspectives--that of their educational potential as teaching and learning tools. After justifying this point of view, we offer a critical review of previous research on the subject; and finally reach some conclusions on the advantages of using video games for educational purposes.