DIGITAL LIBRARY
TO PLAY OR NOT TO PLAY, THAT IS THE QUESTION!
CITI - Universidade Nova de Lisboa (PORTUGAL)
About this paper:
Appears in: EDULEARN20 Proceedings
Publication year: 2020
Pages: 7839-7846
ISBN: 978-84-09-17979-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2020.1977
Conference name: 12th International Conference on Education and New Learning Technologies
Dates: 6-7 July, 2020
Location: Online Conference
Abstract:
There are different scientific and anthropological explanations for the act of playing.

The word "play" has different meanings and varies from culture to culture. The term "game" is used in different contexts of daily life and with different scales of importance when they refer, among others, the social, recreational or education components.

Games are very popular for their component of entertainment and attracting people of all ages. With the advent of computers and the Internet, new forms of ludic games and/or education have been developed. They are objects that have a large amount of information - images, texts, sound, movies, work with virtual representations, and may in certain cases be more appealing and absorbent that certain traditional games or even different tools.

Games of ancient Greece until today have had various contexts and the controversies in their use. In the appearance of everyday the game is present either in attitudes, or in the actions of individuals.

In this paper we explore how we use different theories and tools to develop serious games, to highlight that games have always had a long and contiguous history in the development of almost every culture and society.
Keywords:
Serious games, tools, experience, theories.