This book explores the efficacy of game-based learning to develop
university students' skills and competencies. While writing on
game-based learning has previously emphasised the use of games developed
specifically for educational purposes, this book fills an important gap
in the literature by focusing on commercial games such as World of
Warcraft and Minecraft. Underpinned by robust empirical evidence, the
author demonstrates that the current negative perception of video games
is ill-informed, and in fact these games can be important tools to
develop graduate skills related to employability. Speaking to very
current concerns about the employability of higher education graduates
and the skills that university is intended to develop, this book also
explores the attitudes to game-based learning as expressed by
instructors, students and game developers.