Computer games technology and higher education
The motivation of this paper is to debate the issue of how we should treat computer games technology in higher education. Certainly it is the case that computer games technology is a new and demanding profession. It is also the case that there has been a slow realisation within the academic communit...
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          | Published in | Virtual reality : the journal of the Virtual Reality Society Vol. 5; no. 4; pp. 185 - 194 | 
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| Main Authors | , | 
| Format | Journal Article | 
| Language | English | 
| Published | 
        London
          Springer
    
        01.12.2000
     Springer Nature B.V  | 
| Subjects | |
| Online Access | Get full text | 
| ISSN | 1359-4338 1434-9957  | 
| DOI | 10.1007/BF01408517 | 
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| Summary: | The motivation of this paper is to debate the issue of how we should treat computer games technology in higher education. Certainly it is the case that computer games technology is a new and demanding profession. It is also the case that there has been a slow realisation within the academic community of both the depth and the importance of the topic. The issues are obvious. What exactly comprises computer games technology and should it be considered as a separate academic topic for a degree course or be a set of options within an established undergraduate degree structure? And who is responsible for pushing forward research in the subject? Within the framework of this debate we will present our work at the University of Sheffield. | 
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| Bibliography: | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14  | 
| ISSN: | 1359-4338 1434-9957  | 
| DOI: | 10.1007/BF01408517 |