Research Anthology on Developments in Gamification and Game-Based Learning 2022
DOI: 10.4018/978-1-6684-3710-0.ch013
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The Uses of Games That Transcend the Play and Mediate Learning

Abstract: The digital games market is around 109 billion dollars. In this scenario, games as tools for mental and educational stimulation have been highlighted. They allow the connection between friends, the narrowing of family ties, artistic expression, improvement of aspects related to health, institute mechanisms for business and advertising, as well as constitute opportunities for differentiated training and simulations. Such artifacts are also mediators for building knowledge, as well as developing or exercising sk… Show more

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