As societies change from industrial-based to knowledge-based economies, individuals are increasingly accessing lifelong and free-choice learning. In this context, entertainment - particularly media entertainment - provides an important source from which people can acquire information, develop ideas and construct new visions for themselves and their society. This paper seeks to explore the connections between education and entertainment, and contribute to a deeper understanding of conflicting theoretical arguments that have historically placed entertainment beyond the boundaries of valuable learning. By researching the mechanisms of pleasure and attraction of mass media, the paper suggests that the very nature of entertainment evokes optimal...
This paper explores how media education principles can be extended to digital games, and whether the...
Media enjoyment is theorized by synthesizing empirical literature from uses and gratifications with ...
This article addresses the issue of young people and media use in the digital age, more specifically...
Education and entertainment are two of the four realms of experience defined by Pine and Gilmore (19...
This Open Access book tracks the latest trends in the theory, research, and practice of entertainmen...
The modern cultural situation contributes to the rethinking of many areas of human activity that onc...
When defining the term education we tend to narrow its meaning to something that takes place only i...
Digital or computer games have recently attracted the interest of education researchers and policy-m...
The tight connection which occurs between entertainment and education has originated what is defined...
With the help of multimedia, learning is like playing – all fun and leisure. This is what publishers...
Children need entertainment as much as they need food, clothing and education. In fact, entertainmen...
AbstractThe purpose of this study is to present the importance of the edutainment approach. In recen...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws...
AbstractWe no longer can imagine a close environment without media and communication tools today. Re...
Contesting a tradition deeply ingrained in media studies, which conceives of news and current-affair...
This paper explores how media education principles can be extended to digital games, and whether the...
Media enjoyment is theorized by synthesizing empirical literature from uses and gratifications with ...
This article addresses the issue of young people and media use in the digital age, more specifically...
Education and entertainment are two of the four realms of experience defined by Pine and Gilmore (19...
This Open Access book tracks the latest trends in the theory, research, and practice of entertainmen...
The modern cultural situation contributes to the rethinking of many areas of human activity that onc...
When defining the term education we tend to narrow its meaning to something that takes place only i...
Digital or computer games have recently attracted the interest of education researchers and policy-m...
The tight connection which occurs between entertainment and education has originated what is defined...
With the help of multimedia, learning is like playing – all fun and leisure. This is what publishers...
Children need entertainment as much as they need food, clothing and education. In fact, entertainmen...
AbstractThe purpose of this study is to present the importance of the edutainment approach. In recen...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws...
AbstractWe no longer can imagine a close environment without media and communication tools today. Re...
Contesting a tradition deeply ingrained in media studies, which conceives of news and current-affair...
This paper explores how media education principles can be extended to digital games, and whether the...
Media enjoyment is theorized by synthesizing empirical literature from uses and gratifications with ...
This article addresses the issue of young people and media use in the digital age, more specifically...