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From the Games Industry: Ten Lessons for Game-Based Learning

From the Games Industry: Ten Lessons for Game-Based Learning

Paul Hollins (University of Bolton, UK) and Nicola Whitton (Manchester Metropolitan University, UK)
Copyright: © 2011 |Volume: 2 |Issue: 2 |Article: 7 |Pages: 10
ISSN: 1947-8518|EISSN: 1947-8526|DOI: 10.4018/jvple.2011040107
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MLA

Hollins, Paul and Nicola Whitton. "From the Games Industry: Ten Lessons for Game-Based Learning." IJVPLE 2.2 (2011): 73-82. Web. 1 Jan. 2019. doi:10.4018/jvple.2011040107

APA

Hollins, P., & Whitton, N. (2011). From the Games Industry: Ten Lessons for Game-Based Learning. International Journal of Virtual and Personal Learning Environments (IJVPLE), 2(2), 73-82. doi:10.4018/jvple.2011040107

Chicago

Hollins, Paul and Nicola Whitton. "From the Games Industry: Ten Lessons for Game-Based Learning," International Journal of Virtual and Personal Learning Environments (IJVPLE) 2 (2011): 2, accessed (January 01, 2019), doi:10.4018/jvple.2011040107

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Abstract

This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses on ten key points in which the authors feel from experience in both commercial game development and education that parallels are drawn between the entertainment and educational games development processes.

References

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