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Game-based learning in Second Life. Do Gender and Age Make a Difference?
Karlstad University, Faculty of Arts and Education, Centrum för genusforskning. Karlstad University, Faculty of Arts and Education, Department of Culture and Gender studies.
2010 (English)In: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, Vol. 2, no 1, 53-76 p.Article in journal (Refereed) Published
Abstract [en]

New learning technologies have changed the way teaching and learning is delivered.

One of the technologies that offers great potential in helping to motivate and engage

students is game-based learning. Social virtual worlds offer rich interactive threedimensional

collaborative spaces where users can meet and interact. One example

of such an environment is Second Life (http://www.secondlife.com; henceforth

‘Second Life’). This article provides an overview of a recent trial carried out at

Imperial College London aimed to explore gender-related attitudes towards gamebased

learning in Second Life. This article also draws on three recent studies to

furthermore explore gender-related issues in computer and video game play. We

here argue that the gender gap in gaming and learning is becoming less analytically

significant, and in conjunction with this that game experiences have to be viewed

from a more inclusive perspective in regard to game genre, gender and age.

Place, publisher, year, edition, pages
2010. Vol. 2, no 1, 53-76 p.
Keyword [en]
games, virtual worlds, Second Life, gender, virtual patients, medicine
National Category
Social Sciences Gender Studies
Research subject
Gender Studies
Identifiers
URN: urn:nbn:se:kau:diva-12474DOI: 10.1386/jgvw.2.1.53_1OAI: oai:DiVA.org:kau-12474DiVA: diva2:511561
Available from: 2012-03-22 Created: 2012-03-22 Last updated: 2012-03-22Bibliographically approved

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Mellström, Ulf
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CiteExportLink to record
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Citation style
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  • de-DE
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