Educational Video Games - Free Essay Example

Paper Type:  Essay
Pages:  4
Wordcount:  917 Words
Date:  2023-11-06

Introduction

Gaming industries has been established since immemorial time. Gaming industries are reputed in providing entertainment to the public. Mostly, gaming industries have introduced video games that are especially enjoyed by children. However, in conjunction with business industries, the gaming industry has improvised business education through video games. Therefore, the industries have come up with educative video games that provide entertainment, but most importantly, the player is equipped with humongous skills in various business aspects like trade. Without a doubt, educational games have played a big part in instilling business knowledge and important skills to children. This translates to positive results for the business's innovation and technology industry. It is not surprising that some educational games have managed to equip class/school knowledge to students than teachers/parents would do. The business industry has taken a milestone by equipping knowledge through video games.

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Promotion

The purpose of this game would be to promote the business industry worldwide. However, this game is very much in line with the Organization for Economic Co-operation Development (OECD'S) objectives of improving the quality of lives through better policies. According to Sellar & Lingard (2013), one of the aims of the OECD is to find solutions by coming up with innovations. The game will contribute a large part by improving world trade since millions of people will benefit from the skills and knowledge in business trades.

According to Baechler (2001), there have been myriad improvements in the gaming industry. For instance, the industry has implemented “Virtual reality” in video gaming, where the world is brought to reality in only a game. According to Game Designing Company, voice control and motion control are also a great milestone for the educational video gaming industry.

Video Games Industry's Market

According to IMARC (2020), the video games industry's market is drastically rising. According to IMARC, the market for game learning ranged to $2.4 billion. Game-based learning aims at motivating learners/students by using video game designs in their environments of learning. This learning method simplifies the complex ideas and topics that the learners perceive to be hard. According to IMARC, this method not only equips knowledge to learners but also makes learning simpler and interesting. More so, this method gives the students learning ownership, and thus, inspiring them to think laterally. Additionally, game-based learning offers myriad opportunities in learning different topics and fields, and generally, it makes learning more viable to the students. Notably, this game-based learning method is reputed as a fast-developing trend in the sector of Education globally Foreman (2004).

According to IMARC, the vast increase in the demand for good quality education and a modernized and interactive approach has brought to the increment in game-based learning through educational games. Also, the increasing demand has translated to high markets for this industry of game-based learning. According to IMARC, it is the implementation of tablets, laptops, and e-learning platforms and facilities that has brought a positive outlook in the game-based learning industry and its market.

More importantly, there has been an increase in the usage of Virtual Reality (VR) and Augmented Reality (AR) in the learning platform. From recent research on the effectiveness of educational games. IMARC argues that another great facilitator of the game-based learning market increase is due to the immense emergence of social media, the emergence of android and smartphones, exposure to the internet's good speed, and an increase in income levels. IMARC Group (2020) has postulated that the game-based industry is expected to continue with the rapid increase in game-based learning within five years.

The IMARC Group (2020) has provided a market summary based on the game industry. IMARC Group postulated that the market for the platform of game-based learning, the market is segmented into both offline and online. Secondly, according to the type of revenue, the market is segmented into advertising and, most importantly, into the game purchase. In a matter of regions, the market is segmented in the Middle East, Africa, Latin America, Asia Pacific, Europe, and North America. When the end-user is concerned, the market is segmented into the educational gamification of K-12. Arguably, the K-12 gamification holds the biggest segment currently.

Conclusion

In conclusion, the game-based learning industry has contributed to the betterment of the education industry. Game-based learning has not only made it easier for learning but also, many students have found it enjoyable and interesting to use the platform in learning. More specifically, as for my prototype, the game would impact the business industry by teaching both simple and complex trading skills to the gamers (learners). Many sources have postulated that the advancement in technology is one of the factors that has improved the game-based learning all over. This analysis has also provided market information for the game-based learning industry. The analysis has shown that the market has recently increased with the increase in smartphones and tablets in the learning institutions. More importantly, we have seen that game-based learning markets have been segmented and embraced in almost every continent. According to IMARC (2019), it is expected that there would be a smooth increase in game-based learning within the next five years.

References

Baechler, S., 2011. Using games to improve performance and results. People and Strategy, 34(3), p.4.

Sellar, S., and Lingard, B., 2013. The OECD and global governance in Education. Journal of education policy, 28(5), pp.710-725.

IMARC Group, 2020. Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education. Computers & Education, 144, p.103698.

Foreman, J., 2004. Game-based learning: How to delight and instruct in the 21st century. Educause Review.

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Educational Video Games - Free Essay Example. (2023, Nov 06). Retrieved from https://proessays.net/essays/educational-video-games-free-essay-example

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