Open Access
Serious Games and Board Games Versus Cultural Changes
Author(s) -
Jakub Lickiewicz,
Patricia Paulsen Hughes,
Marta MakaraStudzińska
Publication year - 2020
Publication title -
perspektywy kultury
Language(s) - English
Resource type - Journals
eISSN - 2719-8014
pISSN - 2081-1446
DOI - 10.35765/pk.2020.3003.17
Subject(s) - game mechanics , turns, rounds and time keeping systems in games , video game design , process (computing) , emergent gameplay , video game development , multimedia , video game culture , computer science , advertising , mathematics education , psychology , game design , business , operating system
The impact of computer games on human functioning has become the subject of many studies and scientific reports. With the development of technology, games have transcended boards and become part of the video entertainment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertainment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.