Online Educational Games: Guidelines for Intergenerational Use
Creating effective online educational games for seniors in an intergenerational context requires that these games be adapted to the players and educational goals being pursued. To improve the quality of life for seniors through the use of digital game, we
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Margarida Romero Kimberly Sawchuk Josep Blat Sergio Sayago Hubert Ouellet Editors
Game-Based Learning Across the Lifespan Cross-Generational and Age-Oriented Topics
Advances in Game-Based Learning
Series Editors Dirk Ifenthaler Scott Joseph Warren Deniz Eseryel
More information about this series at http://www.springer.com/series/13094
Margarida Romero • Kimberly Sawchuk Josep Blat • Sergio Sayago • Hubert Ouellet Editors
Game-Based Learning Across the Lifespan Cross-Generational and Age-Oriented Topics
Editors Margarida Romero Université Laval Québec, Canada
Kimberly Sawchuk Concordia University Montréal, Canada
Josep Blat Universitat Pompeu Fabra Barcelona, Spain
Sergio Sayago Universitat de Lleida Lleida, Spain
Hubert Ouellet Université Laval Québec, Canada
Advances in Game-Based Learning ISBN 978-3-319-41795-0 ISBN 978-3-319-41797-4 DOI 10.1007/978-3-319-41797-4
(eBook)
Library of Congress Control Number: 2016951847 © Springer International Publishing Switzerland 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland
Foreword
In 2015, I published Players and their Pets: Gaming communities from beta to sunset, which I co-wrote with Jason Begy. In the book, we recounted our experiences studying the players of a short-lived casual MMO (massively multiplayer online) game called Faunasphere. The game was launched in 2009 by Big Fish Games, known mainly for its single player hidden object games—but they were trying something new. Players entered the world as “Caretakers” of fauna, where small creatures could be cross-bred, hatched, raised, and played with by players around the world, throughout the changing world of Faunasphere. The game didn’t last long—the core group of players engaged with the game loved it, but the company decided to shut it down for largely unexplained reasons in 2011. You can read mor
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