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Commercial Off-the-Shelf Games (COTS)

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Choosing and Using Digital Games in the Classroom

Part of the book series: Advances in Game-Based Learning ((AGBL))

Abstract

While there appears to be a growing acceptance of the use of games for learning (G4L), this acceptance is often focused on games designed specifically for learning, in other words, serious games where the educational purpose of the game is explicit and was likely part of the design goals right from the start. When it comes to using COTS games in the classroom, acceptance is still somewhat lagging—often with good reason—though there are some noteworthy exceptions.

“Computer games don’t affect kids, I mean if Pac Man affected us as kids, we’d all be running around in darkened rooms, munching pills and listening to repetitive music.”

Gareth Owen

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Becker, K. (2017). Commercial Off-the-Shelf Games (COTS). In: Choosing and Using Digital Games in the Classroom. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-12223-6_4

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  • DOI: https://doi.org/10.1007/978-3-319-12223-6_4

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-12222-9

  • Online ISBN: 978-3-319-12223-6

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