Due in large part to the Apple iPhone, mobile games are now becoming increasingly popular, resulting in a new focus on producing innovative new technologies. The mobile games industry generates approximately $2 billion in annual sales, and may be well poised to contribute significantly to overall computer and video game sales in the coming years.
"Educational games serve an educational game for children. Games and play are identical to the world of children - children. Therefore, fair if the kids are always filling his time by playing. Because psychologically in the stage of human development, early childhood (age 0-12 years) is the stage where the developing world's imagination in cognition. Thus the psychologists call the game and play development is the initial capital for the mental and emotional intelligence for children."
"The Learning Games Network is a 501(c)3 non-profit organization, whose mission is to develop and facilitate the use of computer games as educational tools."
This is the home page of UbiSofts series of language games. I own one, and I suggest that you explore this website and the games for effective understanding.
"Three research studies were conducted at a national university to examine the difference in academic achievement among students who did and did not use video games in learning."
"After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools."
(1) Researching learning through participation in game-based learning environments, (2) The analysis of games and game cultures in naturally occurring contexts, and (3) The design of original game-based media for learning.
This article by Ewan McIntosh answers quite a few questions about game-based learning, gives interesting facts, and has a handful of examples. Plus, this reading is easier compare to other online essays
A brief paper that contains a good argument:
Read White Paper,Theoretical Underpinnings
Most technology-based learning today, despite a variety of multimedia enhancements, is based on a single paradigm: "TELL-TEST".
However this approach does not work well for the generations raised on MTV, fast action films, video games and the Internet. In fact, it does not work well for most learners...
Plus other simple facts about their website