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PHYLO: THE TRADING CARD GAME. Institute For The Future.

Serious Games

Gamification. Play The Past. Networked Learning Design - home. The Digital Experience and Play. Image: x-ray delta one (Flickr) The idea of leisure and “play” for children in America has evolved from an experience cemented in timeless, staple games and toys to one that is increasingly tied to the evolving digital experience of their parents.

The Digital Experience and Play

Consider these trends: Digital activity is soaring among kids. According to an article citing research by the Sesame Workshop, children today are increasingly digitally active—67% of eight year olds use the Internet daily, 40% of four year olds are daily video game players, and 20% of children between the ages of six and eleven own a cell phone. That’s nearly double the percentage found just five years ago (12%). Jesse Schell: When games invade real life. Seth Priebatsch: The game layer on top of the world.