Written by: Darren Elliott
Gaming is a multi-million dollar industry with ever growing participation rates, cultural reach and sophistication. Many students entering higher education now are likely to have experience playing digital games. Academics who grew up in the 1980s and 1990s will have grown up in a world of Atari, Jet Set Willy and Super Mario. Whitton persuasively suggests that it is time to use what we know in the classroom.