Abstract
The number of players in the world exceeding 2 billion has greatly increased the popularity of digital video games, as well as providing a great economic income. In this article, the educational characteristics of digital games were examined, and they were evaluated within the philosophy of STEM (Science, Technology, Engineering, Mathematics), which is a new approach. The STEM philosophy is described as an educational approach in which various fields of science are brought together and that allows educational practices to be applied in a more entertaining way. In this article, a brief introduction of game distribution platforms such as STEAM, EPIC games, and GOG were made, and the characteristics of these platforms and their appropriateness for STEM were examined. The STEAM digital game distribution platform that has the same name with the STEAM (Science, Technology, Engineering, Arts, Mathematics) philosophy, which was later expanded by adding the concept of Art to the STEM concept, has about 30,000 games and 25 million daily active players. As a result of investigations conducted on this platform, games with educational content were determined and recommendations about the use of these games in education were made. Regarding the determined games, some information such as producing companies, the release date of the game, age limit information, sale price, number of comments, and percentage of positive comments were also presented.
Published Version
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