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Forecast the Scarcity of Game Generation: Digital Game Literacy

  • Tsung-Yen ChuangEmail author
  • Chia-Min Tsai
Chapter
Part of the Education Innovation Series book series (EDIN)

Abstract

The progress of information technology and the rapid development of the Internet have brought considerable and real benefits into all aspects of human life. The widespread use of electronic media such as computers, mobile phones, digital media, and games completely transforms the traditional lifestyle of people and changes children’s real-world experiences to a stage that has become a part of their lives (Edwards 2005; Fromme 2003). In recent years, digital games have begun to spread into the life of every family. Electronic forms of entertainment such as game software installed on computers, game consoles, handheld game devices, and mobile phones have become one of the main recreational activities of children and teenagers (Children’s Welfare League Foundation 2009).

Keywords

Game literacy Digital game Game-based learning Parenting Generation difference 

Notes

Acknowledgments

The research reported in this paper has been supported in part by the National Science Council in Taiwan under the research project numbers NSC 99-2511-S-024-003-MY3, NSC 101-2631-S-001-001, and NSC 102-2511-S-024 -006.

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Copyright information

© Springer Science+Business Media Singapore 2015

Authors and Affiliations

  1. 1.Department of Information and Learning TechnologyNational University of TainanTainanTaiwan

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