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The convergence of gaming practices with other media forms: what potential for learning? A review of the literature
Journal article   Peer reviewed

The convergence of gaming practices with other media forms: what potential for learning? A review of the literature

S. de Freitas and M. Griffiths
Learning, Media and Technology, Vol.33(1), pp.11-20
2008
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Abstract

Nowhere in the current digital technology landscape is the process of 'blurring the lines between media' more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces are becoming significant as games technologies and practices are becoming more pervasive as commonplace social practices. This article reviews literature for evidence of these trends of convergent media forms as a starting point for a wider debate for using games technologies and practices to support learning practices. The article outlines convergences between gaming and cinema, gaming and the Internet, and gaming and emergent technologies and interfaces (e.g. mobile phones and social software). The article aims to foreground major dimensions of convergence in relation to the potential of innovations in educational practice and activities. The article concludes that variant forms of gaming are widespread. But while the converging forms of gaming with other media forms provide potential for supporting educational practices, these new forms still need to be considered in relation to clear pedagogic strategies, supported peer interactions and tutor engagement.

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UN Sustainable Development Goals (SDGs)

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#4 Quality Education

Source: InCites

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Collaboration types
Domestic collaboration
Citation topics
6 Social Sciences
6.11 Education & Educational Research
6.11.31 Self-Regulated Learning
Web Of Science research areas
Education & Educational Research
ESI research areas
Social Sciences, general
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