Int. J. Innovation and Regional Development, Vol. 1, No. 1, 2011 1
Copyright © 2011 Inderscience Enterprises Ltd.
Digital games for entrepreneurial learning, innovation and
creativity: examples and evaluation criteria
Panagiotis Tragazikis
Laboratory of New Technologies in Communication, Education
and the Mass Media, University of Athens
5 Stadiou Str 10562 Athens, Greece
Tel: +30 210 3689426 Fax: +30 210 3689450
E-mail: psemms06007@rhodes.aegean.gr
Sotiris Kirginas
Laboratory of New Technologies in Communication, Education
and the Mass Media, University of Athens
5 Stadiou Str 10562 Athens, Greece
Tel: +30 210 3689426 Fax: +30 210 3689450
E-mail: kirginas@gmail.com
Dimitris Gouscos
Lecturer, Faculty of Communication and Media Studies
University of Athens
5 Stadiou Str 10562 Athens, Greece
Tel: +30 210 3689422 Fax: +30 210 3689450
E-mail: gouscos@media.uoa.gr
Abstract: This paper introduces (a) some good examples of
digital games freely available on the web that can be used as
educational tools supporting entrepreneurship, innovation and
creativity skills, as well as (b) an evaluation framework for
identifying such examples. To this end, in the first part of the
paper, indicative examples are provided for digital games
purposed for entertainment and/or learning, drawn from the
broad array of online available business games. In the second
part of the paper, the examples provided are evaluated along
three dimensions: a generic dimension related to digital-games
based learning (DGBL) aspects; and two more specific
dimensions, focused on the innovation/creativity and
entrepreneurship skills that can be encouraged (and gradually
exercised and learnt) through gameplay. The final objective of
this evaluation is twofold: firstly, to locate similarities,
differences, strengths and weaknesses of the games currently
available, that can help identify specific needs for digital games-