What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sou
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learn
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “P
In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction.
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible v