Abstract
Video games are digital products used in different contexts, not necessarily in those of play, because they have characteristics that allow the improvement of many of the videogamers’ skills. This article reviews the trends in the use of video games in industrial and in educational contexts. It also presents some definitions of necessary concepts that will provide us with a better understanding of these digital products. It concludes that video games are important tools due to their ability to generate motiva-tion and engagement, so their application in contexts other than entertainment would be beneficial.
| Translated title of the contribution | Use Of Video Games In Industry And Education |
|---|---|
| Original language | Spanish |
| Pages (from-to) | 251-264 |
| Number of pages | 14 |
| Journal | Ingeniería Industrial |
| Issue number | 42 |
| DOIs | |
| State | Published - 28 Apr 2022 |
Keywords
- videogames
- serious gaming
- gamification
- interactive education
COAR
- Article
Fingerprint
Dive into the research topics of 'Use Of Video Games In Industry And Education'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver