Videogames and the future of education
Abstract
Purpose
Proposes to look at how many designers and researchers have become interested in how videogames can serve as forms of cultural expression beyond entertainment alone.
Design/methodology/approach
The study is based on views from the videogame industry and the educational system.
Findings
This article suggests that both the videogame industry and the compulsory educational system are engaged in commensurate crises. The videogame industry is creatively rich but risk‐averse, motivated primarily by wealth and reinforced by its own success. The education establishment is bureaucratic and self‐effacing, endorsing the production of complacency over challenge. With videogames and education caught in similar ruts, to support change in one means endorsing a revolution in the other.
Originality/value
Compares the videogame industry with the educational establishment and suggests ways in which the videogame industry can assist education.
Keywords
Citation
Bogost, I. (2005), "Videogames and the future of education", On the Horizon, Vol. 13 No. 2, pp. 119-125. https://doi.org/10.1108/10748120510608151
Publisher
:Emerald Group Publishing Limited
Copyright © 2005, Emerald Group Publishing Limited