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Application of the Learning Process in Creative PC Games

Deepak Sood (Chitkara Business School, Chitkara University, Punjab, India)
Dinesh Tandon (Chitkara Business School, Chitkara University, Punjab, India)

Contemporary Studies of Risks in Emerging Technology, Part B

ISBN: 978-1-80455-567-5, eISBN: 978-1-80455-566-8

Publication date: 15 May 2023

Abstract

Purpose: This study explores how computer video games can promote creative techniques. It specialises in innovative elements of special educational video games: Virtual Recreation Based Mastering (VRBM), behavioural analytics and defined research results to measure the creative energy of leisure activities on laptops. The involvement and inclusion of gaming in learning are being adopted globally and becoming true global citizens. The macro problems and awareness, such as sustainability, climate changes, etc., around it can be easily created through the advent of PC games.

Design/Methodology/Approach: Examining job incentives, true tales, and inventive skill-related elements allow for measuring creative aspects. The Player’s Statistics for Pride (PSFP) survey technique employs a heuristic checklist in the world of sports games to look at the areas of participating sports that are important to a participant’s overall performance and to assess the participant’s knowledge. Energy, freedom and control, connections and presence contribute to player happiness. This examination evaluates how these sports affect participants’ knowledge and the impact of the teacher’s information on student learning. The study aimed to enhance the understanding of the inventive capacity of persons engaged in developing knowledge and abilities while playing video games.

Findings: The findings demonstrate that a region’s capacity for innovation propels it to a certain degree of overall success in the leisurely game of service activity mastery. Results on how video games broaden crucial research as a foundation for the research version of creative skills are anticipated (CPLN). CPLN openly discusses the link between research concepts and innovation. The results’ interpretation is crucial.

Keywords

Citation

Sood, D. and Tandon, D. (2023), "Application of the Learning Process in Creative PC Games", Grima, S., Sood, K. and Özen, E. (Ed.) Contemporary Studies of Risks in Emerging Technology, Part B (Emerald Studies in Finance, Insurance, and Risk Management), Emerald Publishing Limited, Leeds, pp. 221-230. https://doi.org/10.1108/978-1-80455-566-820231011

Publisher

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Emerald Publishing Limited

Copyright © 2023 Deepak Sood and Dinesh Tandon