Abstract

Can we think of any online experiences and training courses so meaningful from the point of view of learning as to possibly contribute to identity building? Given the highly involving capacity of gaming and building on Prensky ‘s approach to digital game-based learning, we may view digital games as tools able to interact in a deep and articulated way with identity building processes. A great number of digital instruments undoubtedly contributes to identity expression and building, but among them digital games appear to have the greatest potentiality for experimentation. Namely role-playing can be seen as a particularly effective “ontological machine” if we place it on a line of continuity between real experiences, virtual life, digital games and multi-user environments.

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