Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/76731
DC Field | Value | Language |
---|---|---|
dc.contributor | School of Design | - |
dc.creator | Wirman, H | - |
dc.date.accessioned | 2018-05-15T06:54:09Z | - |
dc.date.available | 2018-05-15T06:54:09Z | - |
dc.identifier.issn | 2589-7098 | en_US |
dc.identifier.uri | http://hdl.handle.net/10397/76731 | - |
dc.language.iso | en | en_US |
dc.publisher | Jap Sam Books | en_US |
dc.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. | en_US |
dc.rights | 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 https://dx.doi.org/10.31182/cubic.2018.1.011 | en_US |
dc.subject | Social innovation | en_US |
dc.subject | Serious games | en_US |
dc.subject | Hong Kong | en_US |
dc.subject | Educational games | en_US |
dc.subject | China | en_US |
dc.title | Serious games as social innovation : case Hong Kong 2003-2017 | en_US |
dc.type | Journal/Magazine Article | en_US |
dc.identifier.spage | 186 | en_US |
dc.identifier.epage | 195 | en_US |
dc.identifier.volume | 1 | en_US |
dc.identifier.issue | 1 | en_US |
dc.identifier.doi | 10.31182/cubic.2018.1.011 | en_US |
dcterms.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. | - |
dcterms.accessRights | open access | en_US |
dcterms.bibliographicCitation | Cubic journal, Apr. 2018, v. 1, no. 1, p. 186-195 | - |
dcterms.isPartOf | Cubic journal | - |
dcterms.issued | 2018-04 | - |
dc.identifier.eissn | 2589-7101 | en_US |
dc.description.validate | 201805 bcrc | en_US |
dc.description.oa | Version of Record | en_US |
dc.identifier.FolderNumber | a0178-n05 | en_US |
dc.description.pubStatus | Published | en_US |
Appears in Collections: | Journal/Magazine Article |
Files in This Item:
File | Description | Size | Format | |
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Cubic_2018_1_011_Wirman.pdf | 688.25 kB | Adobe PDF | View/Open |
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