Synonyms
Key Concepts and Definition of Terms
Games are a universal part of human experience and are present in all cultures. Characteristics of a game include goals, rules, competition, and interaction (Huizinga 1955; Ifenthaler et al. 2012). Serious games are entertaining and interactive learning environments including a purposeful curricular focus (Ritterfeld et al. 2009). Alternate reality games, or ARGs, represent an innovative game genre that requires use of the Internet yet imports other media and methods of communication to facilitate play (Szulborski 2005).
Theoretical Background
Serious games have emerged as “a new form for education and training” (de Freitas and Liarokapis 2011, p. 9). In fact, the innovations of serious games have such great consequence that they envision them to be capable of providing “a paradigm shift in how education and training are delivered in the twenty-first century” (de Freitas and Liarokapis 2011, p. 9)....
Keywords
- Learn Management System
- Alternate Reality
- Digital Game
- Interactive Learning Environment
- Game Participation
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
This is a preview of subscription content, log in via an institution.
References
de Freitas SI, Liarokapis F. Serious games: a new paradigm for education? In: Ma M, Oikonomou A, Jain LC, editors. Serious games and edutainment applications. New York: Springer; 2011. p. 9–23.
Eseryel D, Ifenthaler D, Ge X. Alternative assessment strategies for complex problem solving in game-based learning environments. In: Ifenthaler D, Kinshuk IP, Sampson DG, Spector JM, editors. Multiple perspectives on problem solving and learning in the digital age. New York: Springer; 2011. p. 159–78.
Gee JP. What video games have to teach us about learning and literacy. New York: Palgrave-Macmillan; 2003.
Huizinga J. Homo Ludens: a study of the play-element in culture. Boston: Beacon; 1955.
Ifenthaler D, Eseryel D, Ge X. Assessment for game-based learning. In: Ifenthaler D, Eseryel D, Ge X, editors. Assessment in game-based learning. Foundations, innovations, and perspectives. New York: Springer; 2012. p. 3–10.
Klopfer E, Squire K. Environmental detectives – the development of an augmented reality platform for environmental simulations. Educ Technol Res Dev. 2008;56(2):203–28. doi:10.1007/s11423-007-9037-6.
Loh CS, Sheng Y, Ifenthaler D. Serious games analytics: theoretical framework. In: Loh CS, Sheng Y, Ifenthaler D, editors. Serious games analytics. Methodologies for performance measurement, assessment, and improvement. New York: Springer; 2015. p. 3–29.
McGonigal J. Reality is broken: why games make us better and how they can change the world. New York: Penguin; 2011.
Ritterfeld U, Cody MJ, Vorderer P, editors. Serious games: mechanisms and effects. New York: Routledge; 2009.
Szulborski D. This is not a game: a guide to alternate reality gaming. Raleigh: Lulu Press; 2005.
Warren S, Dondlinger MJ, McLeod J, Bigenho C. Opening the door: an evaluation of the efficacy of a problem-based learning game. Comput Educ. 2012;58(1):397–412. doi:10.1016/j.compedu.2011.08.012.
Author information
Authors and Affiliations
Corresponding author
Section Editor information
Rights and permissions
Copyright information
© 2017 Springer Science+Business Media LLC
About this entry
Cite this entry
Ifenthaler, D. (2017). Alternate Reality Games as Inventions. In: Encyclopedia of Creativity, Invention, Innovation and Entrepreneurship. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-6616-1_346-2
Download citation
DOI: https://doi.org/10.1007/978-1-4614-6616-1_346-2
Received:
Accepted:
Published:
Publisher Name: Springer, New York, NY
Print ISBN: 978-1-4614-6616-1
Online ISBN: 978-1-4614-6616-1
eBook Packages: Springer Reference Business and ManagementReference Module Humanities and Social SciencesReference Module Business, Economics and Social Sciences