Use of video games in industry and education

Descripción del Articulo

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...

Descripción completa

Detalles Bibliográficos
Autor: Quintana-Cruz, Hernan
Formato: artículo
Fecha de Publicación:2022
Institución:Universidad de Lima
Repositorio:Revistas - Universidad de Lima
Lenguaje:español
OAI Identifier:oai:ojs.pkp.sfu.ca:article/5866
Enlace del recurso:https://revistas.ulima.edu.pe/index.php/Ingenieria_industrial/article/view/5866
Nivel de acceso:acceso abierto
Materia:videogames
serious gaming
gamification
interactive education
videojuegos
juegos serios
gamificación
educación interactiva
Descripción
Sumario: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 motiva­tion and engagement, so their application in contexts other than entertainment would be beneficial.
Nota importante:
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).