Use of video games in industry and education

Authors

DOI:

https://doi.org/10.26439/ing.ind2022.n42.5866

Keywords:

videogames, serious gaming, gamification, interactive education

Abstract

Video games are digital products used in different contexts, not necessarily in those of play, because they have characteristics that allow the improvement of many of the videogamers’ skills. This article reviews the trends in the use of video games in industrial and in educational contexts. It also presents some definitions of necessary concepts that will provide us with a better understanding of these digital products. It concludes that video games are important tools due to their ability to generate motiva­tion and engagement, so their application in contexts other than entertainment would be beneficial.

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Author Biography

  • Hernan Quintana-Cruz, Universidad de Lima, Facultad de Ingeniería y Arquitectura, Lima, Peru

    Ingeniero informático por la Pontificia Universidad Católica del Perú, con maestría en Administración de Empresas por la Universidad de Lima. Experiencia de más de quince años en el desarrollo de software laborando en empresas como IBM, Yanbal y Devos Inc., de la cual fue gerente de Tecnología. Investigador RENACYT en la Universidad de Lima. Docente de la Facultad de Ingeniería y Arquitectura de la Universidad de Lima, encargado de los cursos de ingeniería de software.

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Published

2022-04-28

Issue

Section

Science and technology

How to Cite

Quintana-Cruz, H. (2022). Use of video games in industry and education. Ingeniería Industrial, 42(42), 251-264. https://doi.org/10.26439/ing.ind2022.n42.5866