ABSTRACT

In this book, I have summarised and synthesised a selection of what I consider to be the most relevant, interesting and insightful theories of, and research in, motivation, play and technology that relate to the sphere of digital games and learning. What I hope this has achieved is to provide a critical summary of the added dimensions that can be gained from a cross-disciplinary analysis of the wider field. To structure the book, I selected four theoretical lenses through which digital games can be considered: games as learning environments, games as motivational tools, games as playgrounds and games as learning technologies. In selecting these four lenses, I am implicitly highlighting the importance of each area in relation to the field of games and learning.