Abstract
The way people have been learning and living is constantly evolving. Whereas, a couple of decades ago, society required a workforce dominated primarily by the ‘production-line’ paradigm, nowadays the balance has tipped towards the necessity of a work-force which is dynamic, innovative, creative, and able to deal with problems in the most efficient manner. These characteristics are most often inherent of ‘Gamers’ or that section of the work-force which society is harbouring. This chapter will explore some of the characteristics, which games are capable of extracting and extrapolate them to a learning continuum shifting from the individual to the more collaborative framework. Ultimately this chapter aims to show why a shift in the mentality needs to occur when it comes to education and learning, as we move forward in the same steps which games have successfully undertaken.
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Notes
- 1.
Figures as registered through the Inside Social Games metric service on the 3rd March 2011; Available online: http://www.insidesocialgames.com/.
- 2.
EVOKE was developed by the World Bank Institute, the learning and knowledge arm of the World Bank Group, and directed by alternate reality game master Jane McGonigal. [Online] Accessed 2001: http://blog.urgentevoke.net/2010/01/27/about-the-evoke-game/
- 3.
Crowdsourcing is a term coined by Jeff Howe (2006) to describe the “outsourcing of the job to the crowd” (McGonigal, 2011)
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Camilleri, V., Busuttil, L., Montebello, M. (2011). Social Interactive Learning in Multiplayer Games. In: Ma, M., Oikonomou, A., Jain, L. (eds) Serious Games and Edutainment Applications. Springer, London. https://doi.org/10.1007/978-1-4471-2161-9_23
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