Technology and Learning Environments in Higher Education
Computer game usage has grown considerably over the past 5 years. Games have also become the central focus of college student life: they play games in-between and during classes, and even as part of private contemplation.1 According to a 2003 Pew Internet and American Life Project survey of college students and gaming, 70% of college students reported playing video, computer, or online games “at least once in a while,” and 65% reported being regular or occasional game players.2
Growth of gaming
The gaming sector is an ever-growing sector and increasingly complex to define. Datamonitor, in a recent report, describes digital entertainment platforms as “a complex mixture of art and business in constant transformation, as new technologies help the sector break free of traditional boundaries. … In addition the games are undergoing a transformation as IP (Internet Protocol) creates dynamic virtual environments.”3
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