Serious Games as Social Innovation: Case Hong Kong 2006-2017
- University of Lapland
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewOriginal language
DanishPages from-to (Number of pages)
Pages 186-195Journal (Volume, Issue Number)
CUBIC Journal (Volume 1, Issue 1)Publication milestones
- Published - 2018
Publication status
Published - 2018
ISSN
2589-7101Publication IDs
- Scopus: 85122476477
Abstract
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.
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License:CC BY, opens in new tab
Final published version
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