Serious Games and Board Games Versus Cultural Changes

Keywords: serious games, board games, video games, educational process, cultural changes

Abstract

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.

Author Biographies

Jakub Lickiewicz, Faculty of Health Sciences, Jagiellonian University Medical College

Doctor of humanistic studies, psychologist, law­yer, self-defense instructor, and Assistant Professor at the Department of Health Psychology of the Faculty of Health Sciences at the Jagiellonian University Medical College. In his research, he deals with the issues of aggressive behavior towards medical staff; privately, he is a fan of board games and their application in education.

Patricia Paulsen Hughes, College of Education and Human Sciences

Associate Professor in Kinesiology, Applied Health, and Recreation at Oklahoma State University in Stillwater, OK, USA, where she has taught for the past 18 years in physical education teacher preparation. As a child living in the northern part of the United States, she played many games of Risk and Monopoly to pass the six-month-long winters.

Marta Makara-Studzińska, Faculty of Health Sciences, Jagiellonian University Medical College

Clinical Psychologist, public health special­ist, certified psychotherapist of the Polish Psychological Association, cer­tified supervisor of the Polish Psychiatric Association, and Head of the Department of Health Psychology at the Jagiellonian University Medical College.

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Published
2020-12-20
How to Cite
[1]
Lickiewicz, J., Hughes, P.P. and Makara-Studzińska, M. 2020. Serious Games and Board Games Versus Cultural Changes. Perspectives on Culture. 30, 3 (Dec. 2020), 257-270. DOI:https://doi.org/10.35765/pk.2020.3003.17.