The Positive Impact Model in Commercial Games

The Positive Impact Model in Commercial Games

Rusel DeMaria
Copyright: © 2009 |Pages: 15
ISBN13: 9781599048086|ISBN10: 1599048086|EISBN13: 9781599048116
DOI: 10.4018/978-1-59904-808-6.ch075
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MLA

DeMaria, Rusel. "The Positive Impact Model in Commercial Games." Handbook of Research on Effective Electronic Gaming in Education, edited by Richard E. Ferdig, IGI Global, 2009, pp. 1303-1317. https://doi.org/10.4018/978-1-59904-808-6.ch075

APA

DeMaria, R. (2009). The Positive Impact Model in Commercial Games. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 1303-1317). IGI Global. https://doi.org/10.4018/978-1-59904-808-6.ch075

Chicago

DeMaria, Rusel. "The Positive Impact Model in Commercial Games." In Handbook of Research on Effective Electronic Gaming in Education, edited by Richard E. Ferdig, 1303-1317. Hershey, PA: IGI Global, 2009. https://doi.org/10.4018/978-1-59904-808-6.ch075

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Abstract

What is the future of video games? Is it more realism? More violence? Better physics? Artificially intelligent characters? More social networking games? Free to play and advertising supported? Games for non-gamers? More controversy, political scapegoating, and legal challenges? It’s probably all of the above, and more. In fact, while we may expect to see more of the same from the commercial video game industry, there is always the potential for surprises, both pleasant and not-so pleasant. One area of the future of games is less often discussed, but represents one of the most powerful and positive directions the industry could take. I call it the “positive impact model,” and for the rest of this chapter, I will attempt to provide some insight into what that phrase is meant to convey.

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