Friday 5th July 2013, 2:10pm - 3:10pm BST
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Serious gaming is developing as a significant genre within the games industry, whilst play has long been recognized as a learning tool. Within mainstream school based education, games are being developed to address specified learning outcomes. In the wider context, the gaming experience encourages players to explore stereotypes and cultural values, at times deploying subversive content. In museums and galleries, curators are increasingly looking to develop digital playfulness to enhance the visitors’ experience.
The session looks at the types of approach across these games, and explores who funds them, and possible areas for new developments. Through case studies of groundbreaking educational games, the session will explore the role of research in a game’s development and effectiveness. We will examine the role of games in school based education, looking at the use of gaming to engage with sensitive content.
The panel consists of industry leaders in the field, joined by representatives from key commissioning organisations.
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