Skip to search boxSkip to navigationSkip to main content

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-review

Open access

Publication Information

Output type

Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Original language

Danish

Pages from-to (Number of pages)

Pages 186-195

Journal (Volume, Issue Number)

CUBIC Journal (Volume 1, Issue 1)

Publication milestones

  • Published - 2018

Publication status

Published - 2018

ISSN

2589-7101

Publication 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.

Publication metrics

PlumX, opens in new tab

Captures
14
Citations
4