The paper presents a model of university teaching where students are involved in concrete activities and collaborate while developing key competences for the academic and working future. 52 students of the Degree Course in Psychology at the Sapienza University of Rome participated to the activity.
Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set.