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Original Articles

The convergence of gaming practices with other media forms: what potential for learning? A review of the literature

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Pages 11-20 | Published online: 04 Mar 2008

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Read on this site (7)

Mirian Checa-Romero & Isabel Pascual Gómez. (2018) Minecraft and machinima in action: development of creativity in the classroom. Technology, Pedagogy and Education 27:5, pages 625-637.
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Lacey J. Hilliard, Mary H. Buckingham, G. John Geldhof, Patricia Gansert, Caroline Stack, Erin S. Gelgoot, Marina U. Bers & Richard M. Lerner. (2018) Perspective taking and decision-making in educational game play: A mixed-methods study. Applied Developmental Science 22:1, pages 1-13.
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Fiona M. Brooks, Kayleigh L. Chester, Nigel C. Smeeton & Neil H. Spencer. (2016) Video gaming in adolescence: factors associated with leisure time use. Journal of Youth Studies 19:1, pages 36-54.
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AnH. Kuppens. (2010) Incidental foreign language acquisition from media exposure. Learning, Media and Technology 35:1, pages 65-85.
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Mark Griffiths. (2010) Online video gaming: what should educational psychologists know?. Educational Psychology in Practice 26:1, pages 35-40.
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Helen Jøsok Gansmo. (2009) Fun for all = digital competence for all?. Learning, Media and Technology 34:4, pages 351-355.
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Articles from other publishers (51)

Hazra Imran. (2022) An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course. Journal of Educational Computing Research 61:4, pages 847-874.
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Ji Sun Hong, Sujin Bae, Vladan Starcervic & Doug Hyun Han. (2023) Correlation Between Attention Deficit Hyperactivity Disorder, Internet Gaming Disorder or Gaming Disorder. Journal of Attention Disorders, pages 108705472311768.
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Luis E. Andrade Silva. 2023. Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality. Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality 556 562 .
Boaventura DaCosta & Soonhwa Seok. 2022. Research Anthology on Game Design, Development, Usage, and Social Impact. Research Anthology on Game Design, Development, Usage, and Social Impact 1055 1084 .
Ali Mazaherizadeh, Zahra Taherifar & Hojjatollah Farahani. (2022) Psychometric properties of the Farsi version of the gaming disorder scale for adolescents (GADIS-A). BMC Psychology 10:1.
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Komathi Kolandai-Matchett & Max Wenden Abbott. (2021) Gaming-Gambling Convergence: Trends, Emerging Risks, and Legislative Responses. International Journal of Mental Health and Addiction 20:4, pages 2024-2056.
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Dongqin Wu. (2022) Application of Digital Media Technology for Teaching in Higher Vocational Colleges Using Big Data. Mobile Information Systems 2022, pages 1-9.
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Ingvar Tjostheim & John A. WaterworthIngvar Tjostheim & John A. Waterworth. 2022. The Psychosocial Reality of Digital Travel. The Psychosocial Reality of Digital Travel 93 127 .
Haozhou Pu, Jeeyoon Kim & Corinne Daprano. (2021) Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies 11:4, pages 129.
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Vu Manh Cuong, Sawitri Assanangkornchai, Wit Wichaidit, Vu Thi Minh Hanh & Hoang Thi My Hanh. (2021) Associations between gaming disorder, parent-child relationship, parental supervision, and discipline styles: Findings from a school-based survey during the COVID-19 pandemic in Vietnam. Journal of Behavioral Addictions 10:3, pages 722-730.
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S Rezeki, D Andrian, A Wahyuni & H Nurkholisah. (2020) The sustainability concept of Riau cultures through development of mathematics learning devices based on Riau folklore at elementary schools. Journal of Physics: Conference Series 1538:1, pages 012066.
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Lin Lin & Bill Lipsmeyer. 2019. Human Performance Technology. Human Performance Technology 1 19 .
Boaventura DaCosta, Soonhwa Seok & Carolyn Kinsell. 2019. Advanced Methodologies and Technologies in Modern Education Delivery. Advanced Methodologies and Technologies in Modern Education Delivery 809 824 .
Boaventura DaCosta & Soonhwa Seok. 2019. Handbook of Research on Immersive Digital Games in Educational Environments. Handbook of Research on Immersive Digital Games in Educational Environments 201 231 .
Tanay Maiti. 2019. Intimacy and Developing Personal Relationships in the Virtual World. Intimacy and Developing Personal Relationships in the Virtual World 174 200 .
Anu Sirola, Markus Kaakinen & Atte Oksanen. (2018) Excessive Gambling and Online Gambling Communities. Journal of Gambling Studies 34:4, pages 1313-1325.
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Tess Armstrong, Matthew Rockloff, Matthew Browne & En Li. (2018) An Exploration of How Simulated Gambling Games May Promote Gambling with Money. Journal of Gambling Studies 34:4, pages 1165-1184.
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Frank W Paulus, Susanne Ohmann, Alexander von Gontard & Christian Popow. (2018) Internet gaming disorder in children and adolescents: a systematic review. Developmental Medicine & Child Neurology 60:7, pages 645-659.
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Michael D. Hanus & Carlos Cruz. 2018. Gamification in Education. Gamification in Education 583 610 .
John Denholm & Linda Lee-Davies. 2018. Enhancing Education and Training Initiatives Through Serious Games. Enhancing Education and Training Initiatives Through Serious Games 122 145 .
Boaventura DaCosta, Soonhwa Seok & Carolyn Kinsell. 2018. Encyclopedia of Information Science and Technology, Fourth Edition. Encyclopedia of Information Science and Technology, Fourth Edition 6361 6375 .
Jessica McBride & Jeffrey Derevensky. (2017) Gambling and Video Game Playing Among Youth. Journal of Gambling Issues:34.
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Mirian Checa-Romero. (2016) Developing Skills in Digital Contexts. Games and Culture 11:5, pages 463-488.
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Michael D. Hanus & Carlos Cruz. 2016. Emerging Research and Trends in Gamification. Emerging Research and Trends in Gamification 196 223 .
Jeffrey L. Derevensky & Sally M. Gainsbury. (2016) Social casino gaming and adolescents: Should we be concerned and is regulation in sight?. International Journal of Law and Psychiatry 44, pages 1-6.
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Selim Gunuc. (2015) Relationships and associations between video game and Internet addictions: Is tolerance a symptom seen in all conditions. Computers in Human Behavior 49, pages 517-525.
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Michelle Nicholas, Penny Van Bergen & Deborah Richards. (2015) Enhancing learning in a virtual world using highly elaborative reminiscing as a reflective tool. Learning and Instruction 36, pages 66-75.
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Lin Lin & Bill Lipsmeyer. 2015. Human Behavior, Psychology, and Social Interaction in the Digital Era. Human Behavior, Psychology, and Social Interaction in the Digital Era 1 20 .
Teresa Piñeiro-Otero & Carmen Costa-Sánchez. (2015) ARG (Alternate Reality Games). Contributions, Limitations, and Potentialities to the Service of the Teaching at the University Level. Comunicar 22:44, pages 141-148.
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Mazeyanti Mohd Ariffin & Suziah Sulaiman. (2013) Evaluating Game-Based Learning (GBL) Effectiveness for Higher Education (HE). Evaluating Game-Based Learning (GBL) Effectiveness for Higher Education (HE).
Mark D. Griffiths, Daniel L. King & Paul H. Delfabbro. 2013. The Wiley-Blackwell Handbook of Disordered Gambling. The Wiley-Blackwell Handbook of Disordered Gambling 327 346 .
B. Cowley, T. Heikura & N. Ravaja. (2013) Learning loops - interactions between guided reflection and experience-based learning in a serious game activity. Journal of Computer Assisted Learning 29:4, pages 348-370.
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Lin Lin. (2013) Multiple Dimensions of Multitasking Phenomenon. International Journal of Technology and Human Interaction 9:1, pages 37-49.
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L. Pannese, M. Prilla, A. Ascolese & D. Morosini. 2013. Cases on Digital Game-Based Learning. Cases on Digital Game-Based Learning 452 474 .
Susan Gwee, Yam San Chee & Ek Ming Tan. 2013. Innovations in Mobile Educational Technologies and Applications. Innovations in Mobile Educational Technologies and Applications 254 271 .
Clara Jieying Wang, Angeline Swee Ling Low & Cui Shan Woo. 2013. 3D Immersive and Interactive Learning. 3D Immersive and Interactive Learning 93 103 .
Claudio Feijoo, José-Luis Gómez-Barroso, Juan-Miguel Aguado & Sergio Ramos. (2012) Mobile gaming: Industry challenges and policy implications. Telecommunications Policy 36:3, pages 212-221.
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Michael Vallance. 2012. User Interface Design for Virtual Environments. User Interface Design for Virtual Environments 268 284 .
Sharon Stoerger. 2012. Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments. Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments 431 450 .
Carlos Rodríguez-Hoyos & Maria João Gomes. 2012. Handbook of Research on Serious Games as Educational, Business and Research Tools. Handbook of Research on Serious Games as Educational, Business and Research Tools 928 946 .
Penny Singh & Ivan Niranjan. (2012) Using groupwork in the designing and playing of board games in occupational health and safety. Groupwork 22:3, pages 65-82.
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Selen Turkay & Sonam Adinolf. (2012) What do Players (Think They) Learn in Games?. Procedia - Social and Behavioral Sciences 46, pages 3345-3349.
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Susan Gwee, Yam San Chee & Ek Ming Tan. (2011) The Role of Gender in Mobile Game-Based Learning. International Journal of Mobile and Blended Learning 3:4, pages 19-37.
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Susan Gwee, Yam-San Chee & Ek-Ming Tan. (2010) Spatializing Social Practices in Mobile Game-Based Learning. Spatializing Social Practices in Mobile Game-Based Learning.
Daniel King, Paul Delfabbro & Mark Griffiths. (2009) The Convergence of Gambling and Digital Media: Implications for Gambling in Young People. Journal of Gambling Studies 26:2, pages 175-187.
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. (2010) REVIEW ARTICLES. International Journal of Adolescent Medicine and Health 22:1.
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Michael Vallance, Stewart Martin, Charles Wiz & Paul van Schaik. (2010) Designing Effective Spaces, Tasks and Metrics for Communication in Second Life Within the Context of Programming LEGO NXT Mindstorms™ Robots. International Journal of Virtual and Personal Learning Environments 1:1, pages 20-37.
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Daniel King, Paul Delfabbro & Mark Griffiths. (2009) Video Game Structural Characteristics: A New Psychological Taxonomy. International Journal of Mental Health and Addiction 8:1, pages 90-106.
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Daniel King, Paul Delfabbro & Mark Griffiths. (2009) The Psychological Study of Video Game Players: Methodological Challenges and Practical Advice. International Journal of Mental Health and Addiction 7:4, pages 555-562.
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Lin Lin. (2009) Breadth-biased versus focused cognitive control in media multitasking behaviors. Proceedings of the National Academy of Sciences 106:37, pages 15521-15522.
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Peter Edward Sidorko. (2009) Virtually there, almost: educational and informational possibilities in virtual worlds. Library Management 30:6/7, pages 404-418.
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