Video Games in Education (2003)
| Venue: | International Journal of Intelligent Simulations and Gaming |
| Citations: | 28 - 2 self |
BibTeX
@ARTICLE{Squire03videogames,
author = {Kurt Squire},
title = {Video Games in Education},
journal = {International Journal of Intelligent Simulations and Gaming},
year = {2003},
volume = {2},
pages = {49--62}
}
Years of Citing Articles
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Abstract
Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play, ignoring important educational potentials of gaming. This paper examines the history of games in educational research, and argues that the cognitive potential of games have been largely ignored by educators. Contemporary developments in gaming, particularly interactive stories, digital authoring tools, and collaborative worlds, suggest powerful new opportunities for educational media. VIDEO GAMES IN AMERICAN CULTURE Now just over thirty years old, video games have quickly become one of the most pervasive, profitable, and influential forms of entertainment in the United States and across the world 1. In 2001, computer and console game software and hardware exceeded $6.35 billion in the United States, and an estimated $19 billion worldwide (IDSA 2002). To contextualize these







