Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 1 |
Descriptor
Behavior Change | 1 |
Computer Games | 1 |
Computer Simulation | 1 |
Educational Technology | 1 |
Ethnography | 1 |
Games | 1 |
Interpersonal Competence | 1 |
Language Skills | 1 |
Public Speaking | 1 |
Second Language Learning | 1 |
Self Esteem | 1 |
More ▼ |
Source
Online Submission | 1 |
Author
Hudson, Matthew | 1 |
Publication Type
Journal Articles | 1 |
Reports - Research | 1 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem