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Purpose: The aim of this article is to analyze students’ preferences and motivations regarding video games and present ideas and opportunities to improve education. Design/methodology/approach: The author conveyed a survey among students from the Silesian University of Technology and compared the results with data from more than 1.25 million gamers from all over the world. Findings: Most students are very interested in virtual games and it presents the possibility to increase engagement in classes. Research limitations/implications: Better results would be achieved if students from more faculties participated in the survey. Practical implications: The author hopes that this article will inspire lecturers to use presented class ideas and come up with more creative and interactive tasks during lectures to better connect with the new generation of gamers and to make classes more engaging and educating. Social implications: The author hopes that society will see the impact and usefulness that virtual games have in modern times and that it is a medium worthy of attention, cognition, and use. Originality/value: The author saw an opportunity to improve education through the use of a large database of gaming preferences. This research paper is addressed to lecturers and gamers.
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