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Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game

Author

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  • Beatriz Villarejo-Carballido

    (Department of Journalism and Communication Sciences, Autonomous University of Barcelona, 08193 Barcelona, Spain)

  • Cristina M. Pulido

    (Department of Journalism and Communication Sciences, Autonomous University of Barcelona, 08193 Barcelona, Spain)

  • Santiago Tejedor

    (Department of Journalism and Communication Sciences, Autonomous University of Barcelona, 08193 Barcelona, Spain)

Abstract

The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and the key competences for lifelong learning set out by the European Commission. This research focuses on learning acquisition through playing the popular game “Animal Crossing: New Horizons”. The Communicative Methodology has been used in this research through, on the one hand, use of the Social Impact in Social Media (SISM) method involving the analysis of 1000 comments posted on the social network Twitter and, on the other hand, through communicative inter, sanviews with five gamers and a family member of a user. The results show that the Animal Crossing video game promotes learning achievements regarding literacy, multilingualism, mathematical skills, digital competence, social skills, citizenship, entrepreneurship, and cultural awareness.

Suggested Citation

  • Beatriz Villarejo-Carballido & Cristina M. Pulido & Santiago Tejedor, 2022. "Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game," Future Internet, MDPI, vol. 14(11), pages 1-12, November.
  • Handle: RePEc:gam:jftint:v:14:y:2022:i:11:p:329-:d:971390
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    References listed on IDEAS

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    2. Tina-Simone Neset & Lotta Andersson & Ola Uhrqvist & Carlo Navarra, 2020. "Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation," Sustainability, MDPI, vol. 12(5), pages 1-18, February.
    3. Marchand, André & Hennig-Thurau, Thorsten, 2013. "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, Elsevier, vol. 27(3), pages 141-157.
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    Cited by:

    1. Jesus GomezRomero-Borquez & J. Alberto Del Puerto-Flores & Carolina Del-Valle-Soto, 2023. "Mapping EEG Alpha Activity: Assessing Concentration Levels during Player Experience in Virtual Reality Video Games," Future Internet, MDPI, vol. 15(8), pages 1-14, August.

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