Skipping Pong and moving straight to World of Warcraft: the challenge of research with complex games used for learning
by Scott J. Warren, Greg Jones, Amy Trombley
International Journal of Web Based Communities (IJWBC), Vol. 7, No. 2, 2011

Abstract: In 1972, Atari released a simple digital game in North America entitled Pong, the game simulated table tennis using two lines as paddles with a square to represent the ball. Video games have since expanded in complexity and player engagement. As a result of this engagement, educational models have been proposed that leverage video games. However, rather than begin with research on games as simple as Pong, many have focused on complex systems based on massively multiplayer online games. This article reviews approaches to designing or using video games for learning and identifies challenges to designing, using and researching games.

Online publication date: Sun, 11-Jan-2015

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