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  2. Games as a service - Wikipedia

    en.wikipedia.org/wiki/Games_as_a_service

    The idea of games as a service began with the introduction of massively multiplayer online games (MMOs) like RuneScape and World of Warcraft, where the game's subscription model approach assured continued revenues to the developer and publisher to create new content. [1]

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]

  4. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).

  5. as a service - Wikipedia

    en.wikipedia.org/wiki/As_a_service

    In the video game industry, games as a service (GaaS) (also referred to as a live-service game) represents providing video games or game content on a continuing revenue model, similar to software as a service. Games as a service are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released ...

  6. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    In October 2007, Bunchball was the first company to provide game mechanics as a service, on Dunder Mifflin Infinity, the community site for the NBC TV show The Office. [ 139 ] [ 140 ] Badgeville , which offered gamification services, launched in late 2010, and raised $15 million in venture-capital funding in its first year of operation.

  7. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    The outcomes that a player achieves while playing a game are what makes playing games compelling and interesting; outcomes in education (both grades, and amount of knowledge that student will gain as a result of learning) are effective, only if the syllabi and curricula are compelling to learners and the assignments that are used to measure ...

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  9. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Research shows the educational and social benefits of digital games. Games do not need to be specifically geared towards education to be educational tools. Games can bring together ways of knowing, ways of doing, ways of being, and ways of caring. [1] As John Dewey argued, schools are built on an obsession with facts.