THE TYPOLOGY OF DIGITAL GAMES AND THEIR ABILITY TO EDUCATE AN INDIVIDUAL

Journal Title: Marketing Identity - Year 2017, Vol 5, Issue 1

Abstract

The character of the new media and the ways we get in touch with them have changed rapidly over the last decade. Computer technologies and interactive media have become dominant especially in the area of communication and entertainment. The effects of these media changes are also reflected in the argumenta for how to use and integrate new technologies and media in educational institutions. New technologies and media can also include digital games which are gradually acquiring their own standing in the field of education as well. The main aim of the contribution is to describe the genre typology of digital games with regard to their psychological, mental and cognitive abilities. The analysis and typology of game genres will help us to understand their use and application in the educational process. The article also includes direct examples and studies which point to the use of multiple game genres in educational or scientific knowledge. We will elucidate the gameplay principles, procedures and processes and clarify the aspects thanks to which gamers are involved in the game.

Authors and Affiliations

Ján Proner

Keywords

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  • EP ID EP316676
  • DOI -
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How To Cite

Ján Proner (2017). THE TYPOLOGY OF DIGITAL GAMES AND THEIR ABILITY TO EDUCATE AN INDIVIDUAL. Marketing Identity, 5(1), 364-375. https://europub.co.uk/articles/-A-316676