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Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences by Clark Aldrich

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14.6. HIT-DRIVEN, CONSUMER-FOCUSED, RETAIL-FOCUSED

Computer games fight hard for shelf space in the CompUSAs and Circuit Cities of the world. Like movies, they appear, and they either take off or disappear into the discount bins in a matter of weeks. Only one in four computer games makes a profit. It is hard to imagine educational simulations surviving in that environment. LeapFrog, thankfully, provides a great counterpoint to my argument.

14.6.1. Lots of Them

Computer games are very popular. Very, very popular. According to one study, everyone plays them all of the time (although that particular study used a very small sample set).

Does that mean that games are the right models? Not necessarily.

Early dot-com companies used the rapid increase ...

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