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Educational video game
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Educational video game : ウィキペディア英語版
Educational video game

An educational video game is a video game that provides educational value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children’s learning software). In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
==Definition==
There can be also defined strategy war games that include historical references, like the ''Total War'' franchise or the ''Age of Empires'' trilogy and an in-game encyclopaedia like ''Civilization''. These games often integrate education without being explicitly educational.
These are games which were originally developed for adults or older children and which have potential learning implications. For the most part, these games provide simulations of different kinds of human activities, allowing players to explore a variety of social, historical and economic processes.
Examples:
* City-building games such as the ''SimCity'' series and ''Caesar'' (1993–2006) invite players to explore the social, practical and economic processes involved in city management;
* Empire-building games such as the ''Civilization'' series (1991–2013) and the ''Europa Universalis'' series (2000–2014) help players to learn about history and its political, economic and military aspects;
* Railroad management games such as ''Railroad Tycoon'' (1990–2003) and ''Rails Across America'' (2001) illuminate the history, engineering and economics of railroad management.
* Geography games such as ''PlaceSpotting'' (2008–2009) help players to find locations on earth according to some hints.
The games have been enthusiastically received in some educational circles and are mentioned into academic literature.().
A new category was recently started by ''Bot Colony'' (2013), that can be used to practice English dialogue by conversing with intelligent robots as part of an adventure game 〔http://lang.cs.tut.ac.jp/japtal2012/special_sessions/GAMNLP-12/papers/gamnlp12_submission_3.pdf〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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