Online team games extend beyond mere digital entertainment. They serve as platforms for learning and social connection, where players from diverse backgrounds and social contexts collaborate to tackle challenges, solve puzzles, and achieve shared objectives. Within these virtual adventures, affective computing emerges through collaborative efforts, the elation of shared victories, and solidarity during moments of setback. These environments seamlessly blend individuality with collective experiences, forging unforgettable bonds that transcend digital boundaries. The educational-social approach of online team games fosters essential skills like communication, leadership, and effective group work, contributing to the development of conscious and collaborative citizens. The intervention unveils the outcomes of a focus group conducted among Italian youth workers in northern Italy exploring the use of online entertainment gaming to enhance street education initiatives.

Team game online: virtual union, educational process. Videogiochi online ed educativa di strada: unione virtuale, processo educativo

Manzo G.;
2024-01-01

Abstract

Online team games extend beyond mere digital entertainment. They serve as platforms for learning and social connection, where players from diverse backgrounds and social contexts collaborate to tackle challenges, solve puzzles, and achieve shared objectives. Within these virtual adventures, affective computing emerges through collaborative efforts, the elation of shared victories, and solidarity during moments of setback. These environments seamlessly blend individuality with collective experiences, forging unforgettable bonds that transcend digital boundaries. The educational-social approach of online team games fosters essential skills like communication, leadership, and effective group work, contributing to the development of conscious and collaborative citizens. The intervention unveils the outcomes of a focus group conducted among Italian youth workers in northern Italy exploring the use of online entertainment gaming to enhance street education initiatives.
2024
Education, digitalization, online team games, focus group, youth work, social educators
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12607/13121
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