VIDEOGAME, A NEW KIND OF NARRATIVE

VIDEOGAME, A NEW KIND OF NARRATIVE

Computer and video games have emerged as one of the most powerful mediums of the 21st Century, generating billions of hours of highly engaged entertainment. According to a research published by Gartner, videogame industry sales revenues hit record $74 billion in 2011 and are projected to reach $115 billion a year by 2015, thanks in large part to mobile gaming. How can videogames and gamification dynamics be used to promote civic engagement and to raise awareness toward sustainability problems? How can we use narrative into videogames (and gamified applications) to promote sustainability?

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Alberto Lusoli

April 16, 2013
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  1. games and gamification

  2. Games and gamification | Venice Oct.15 2012

  3. Games and gamification | Venice Oct.15 2012

  4. Games and gamification | Venice Oct.15 2012

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