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Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
Digital games designed for social, cultural and economic exchange

Digital games designed for social, cultural and economic exchange

Paperback

Teaching Instruction

ISBN10: 6209086802
ISBN13: 9786209086809
Publisher: Our Knowledge Publishing
Published: Oct 10 2025
Pages: 92
Weight: 0.30
Height: 0.22 Width: 6.00 Depth: 9.00
Language: English
There are four aspects that form the basis of this research. The first refers to the influence that technology and communication media have on childhood. The second suggests educational work that uses simulation conditions as a means of learning. The third point deals with the construction of the product based on the natural reactions of the recipient. Apart from the favourable conditions of video games themselves, arts education also has its expectations. Finally, the combination of postmodern virtual reality, conditions provided by the simulation environment, the behaviour of the target audience, and the influences of artistic content favour the production of a video game with an intercultural focus. This can narrow the geographical and economic barriers that exist between students from different contexts.

Also from

Martins de Oliveira, Fabiana

Also in

Teaching Instruction