Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/76731
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dc.contributorSchool of Design-
dc.creatorWirman, H-
dc.date.accessioned2018-05-15T06:54:09Z-
dc.date.available2018-05-15T06:54:09Z-
dc.identifier.issn2589-7098en_US
dc.identifier.urihttp://hdl.handle.net/10397/76731-
dc.language.isoenen_US
dc.publisherJap Sam Booksen_US
dc.rightsCubic 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.rightsThe 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.2018.1.011en_US
dc.subjectSocial innovationen_US
dc.subjectSerious gamesen_US
dc.subjectHong Kongen_US
dc.subjectEducational gamesen_US
dc.subjectChinaen_US
dc.titleSerious games as social innovation : case Hong Kong 2003-2017en_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage186en_US
dc.identifier.epage195en_US
dc.identifier.volume1en_US
dc.identifier.issue1en_US
dc.identifier.doi10.31182/cubic.2018.1.011en_US
dcterms.abstractThis 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.accessRightsopen accessen_US
dcterms.bibliographicCitationCubic journal, Apr. 2018, v. 1, no. 1, p. 186-195-
dcterms.isPartOfCubic journal-
dcterms.issued2018-04-
dc.identifier.eissn2589-7101en_US
dc.description.validate201805 bcrcen_US
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera0178-n05en_US
dc.description.pubStatusPublisheden_US
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