This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing
on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book
fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned
by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed,
and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current
concerns about the employability of higher education graduates and the skills that university is intended to develop, this
book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.