Games are inherently engaging – children, adults, kittens and chimps, all play to learn and have fun – and they have been a part of human culture throughout history. Philosophers like Aristotle, Socrates and Dewey have spoken of experience-based learning and how it creates an environment where students thrive by interacting with the curriculum in a meaningful way. Simulations, games, role-plays, case studies, scenarios, multi-media presentations, encounter groups are examples of this learning style (Cameron, 2008).

When children are young their imaginations, their minds, are staved for stimulation; through advancements in technology and psychology, game companies have been able to take full advantage of this.

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