Context. Digital games are an important application of software due to its growing popularity in society. As digital games are introduced in a growing number of homes we see a rapidly extending user base ranging from young to elderly. Since digital games now have reached beyond the early adopters and now engage a range of users that are more unfamiliar with the context of digital games and thus less trained and schooled in the clichés of digital games, the importance of previous knowledge in the digital games area are entering a sort of common knowledge to interpret and make meaning of society. Objectives. The thesis cover two related aspects of basic digital game competences; firstly a theoretical review of the topic that secondly is follo...
Syftet med kunskapsöversikten nedan är att få en uppfattning om hur forskningsfältet ser ut gällande...
In recent years, the age of additional language learning has been lowered in school education. What ...
There is growing interest in the use of games for educational purposes, particularly with regard to ...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
This master thesis addresses issues concerning learning from and with computer games. The thesis foc...
The dissertation analyzes interaction in adolescents’ computer gaming. Through the use of video reco...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. T...
This paper researches how players with different experiences in games can learn and experience a tut...
This study explores possible contributing factors to why some people don’t engage in playing digital...
With this survey paper we have contrasted and summarized research on digital games and language lear...
Today's school has become more and more digital the last years which means that schools have more ac...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
Recent developments in digital games technology, economy, and content have further expanded the popu...
Games have always been present in the development of the human society, facilitating ways of social ...
In the last two decades digital games have acquired more and more relevance in everyday life, as see...
Syftet med kunskapsöversikten nedan är att få en uppfattning om hur forskningsfältet ser ut gällande...
In recent years, the age of additional language learning has been lowered in school education. What ...
There is growing interest in the use of games for educational purposes, particularly with regard to ...
This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experienc...
This master thesis addresses issues concerning learning from and with computer games. The thesis foc...
The dissertation analyzes interaction in adolescents’ computer gaming. Through the use of video reco...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. T...
This paper researches how players with different experiences in games can learn and experience a tut...
This study explores possible contributing factors to why some people don’t engage in playing digital...
With this survey paper we have contrasted and summarized research on digital games and language lear...
Today's school has become more and more digital the last years which means that schools have more ac...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
Recent developments in digital games technology, economy, and content have further expanded the popu...
Games have always been present in the development of the human society, facilitating ways of social ...
In the last two decades digital games have acquired more and more relevance in everyday life, as see...
Syftet med kunskapsöversikten nedan är att få en uppfattning om hur forskningsfältet ser ut gällande...
In recent years, the age of additional language learning has been lowered in school education. What ...
There is growing interest in the use of games for educational purposes, particularly with regard to ...