The popularity of entertainment gaming over the last decades has
led to the use of games for non-entertainment purposes in areas
such as training and business support. The emergence of the serious
games movement has capitalized on this interest in leisure gaming,
with an increase in leisure game approaches in schools, colleges,
universities and in professional training and continuing
professional development. The movement raises many significant
issues and challenges for us. How can gaming and simulation
technologies be used to engage learners? How can games be used to
motivate, deepen and accelerate learning? How can they be used to
greatest effect in learning and teaching? The contributors explore
these and many other questions that are vital to our understanding
of the paradigm shift from conventional learning environments to
learning in games and simulations.
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