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WHDL - 00007370
The "Games for Change" organization sponsors video game innovations that seek to teach justice and compassion through digital play. Play encompasses many dimensions: learning and growth, perspective taking, self-reflection, critical thinking, and adaptive thinking. However, the educational aims of these games may be diluted by the latent structural qualities within the chosen medium of digital play. In addition, religion appears to be an underutilized resource within these games, despite the great promise and potential of religious education. This study relies heavily upon literature review and case studies from within the Games for Change community of practice.
Faculty and student scholarship related to the MidAmerica Nazarene University Christian Ministry and Formation Department (College of Liberal Arts and Sciences).