Serious Games as Social Innovation: Case Hong Kong 2006-2017
- University of Lapland
Publikation:
Artikel i tidsskrift og konference artikel i tidsskrift
Tidsskriftartikel
Peer-reviewOpen Access
Resume
This article investigates existing digital games that are developed and used in Hong Kong to serve the local community and tackle various educational, social, and environmental issues. An online review and interviews of experts in the field found that 517 games were used and developed in Hong Kong. The games are mostly available online for free use. In this article, a categorisation of fourteen domains is proposed based on the games' general themes and learning goals. This article discusses some examples of the games in the review, and explores the existing potential of serious games as social innovation in Hong Kong.
Publikation information
Produktionstype
Publikation:
Artikel i tidsskrift og konference artikel i tidsskrift
Tidsskriftartikel
Peer-reviewOriginalsprog
DanskSider fra-til (Antal sider)
Sider 186-195Tidsskrift (Bind, Nummer)
CUBIC Journal (Bind 1, Udgave 1)Publikationsmilepæle
- Udgivet - 2018
Publikationsstatus
Udgivet - 2018
ISSN
2589-7101Publication IDs
- Scopus: 85122476477
Metrikker
PlumX, åbner i en ny fane
Hentninger
14
Antal citationer
4
Adgang til dokumenter
Forlagets udgivne version
Licens:CC BY, åbner i en ny fane
Forlagets udgivne version
Licens:CC BY, åbner i en ny fane
