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Title: Serious games as social innovation : case Hong Kong 2003-2017
Authors: Wirman, H 
Keywords: Social innovation
Serious games
Hong Kong
Educational games
Issue Date: Apr-2018
Publisher: Jap Sam Books
Source: Cubic journal, Apr. 2018, v. 1, no. 1, p. 186-195 How to cite?
Journal: Cubic journal 
Abstract: This article investigates existing digital games that are developed and used in Hong Kong to serve the local community and tackle various educational, social, and environmental issues. An online review and interviews of experts in the field found that 517 games were used and developed in Hong Kong. The games are mostly available online for free use. In this article, a categorisation of fourteen domains are proposed based on the game's general themes and learning goals. This article discusses some examples of the games in the review, and explores the existing potential of serious games as social innovation in Hong Kong.
ISSN: 2589-7098
EISSN: 2589-7101
DOI: 10.31182/cubic.2018.1.011
Rights: Cubic Journal is a peer-reviewed, open-access journal. All journal content, except where otherwise noted, is licensed under the Creative Commons Attribution 4.0 International License (CC BY 4.0). Work may be copied, shared and distributed when authors are properly accredited; this includes outlines of any work. Amendments to the original work needs to be shown. The licensor does not in any way endorse third party views or how journal content is used by others.
The following publication Wirman, H. (2018). Serious Games as Social Innovation: Case Hong Kong 2003-2017. Cubic Journal, 1(1), 186-195 is available at
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