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Educational and Democratic Potential of Digital Games in e-Government

Educational and Democratic Potential of Digital Games in e-Government
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Author(s): Erkki Patokorpi (IAMSR, Åbo Akademi University, Finland), Sami Leppimäki (IAMSR, Åbo Akademi University, Finland)and Franck Tétard (IAMSR, Åbo Akademi University, Finland)
Copyright: 2012
Pages: 15
Source title: Active Citizen Participation in E-Government: A Global Perspective
Source Author(s)/Editor(s): Aroon Manoharan (Kent State University, USA)and Marc Holzer (Rutgers - The State University of New Jersey, USA)
DOI: 10.4018/978-1-4666-0116-1.ch008

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Abstract

Digital games have, or can be made to have, certain characteristics that make them suitable for education, communication, and the promotion of civic skills in e-Government: hypertextuality, interactivity, reusability, updateability, object-likeness, reprogrammability, personalizability, multimodality, and so forth. From the citizens’ point of view, the functions of societal games can be divided into learning support and the enhancement of participation in society. Enlightened participation in the civic society requires both. Learning by games should promote the understanding of complex social issues and their mutual relationships. For learning to act as a springboard to informed action, one would also have to understand the consequences of actions and events. Consequently, learning by playing serious games is best understood as reasoned practical action in a virtual world.

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