Date post: | 07-Dec-2014 |
Category: |
Technology |
Upload: | larryvogel |
View: | 578 times |
Download: | 0 times |
The
Educational
Applicatio
n of Video
GamesBy: Larry Vogel
Two out of three American households contain at least one video game console, or a computer with gaming capabilities
The average age of gamers is 34, with over a quarter being 50 or older (Industry Facts)
Numbers are only growing as the hobby is passed down to children
Statistics from the ESA
Violence has become more prevalent in video games over the industry’s lifespan
Implemented in order to incite a more emotional response to video games from the biggest market, adults
NOT targeted at children, as many opposed to the video game industry believe
Violence in Video Games
Have received a reputation of encouraging violence and aggression
Violent behavior is only a problem in people who already have a history of anger management problems
Aggression is increased, but this is no more an issue caused by video games as it is caused by sports or any other competition
Entertainment Software Rating Board
Rates the content of everything in the game based on a strict procedure
Considers violence, language, “mature” content (ESRB Rating Process Summary)
Prevents children from obtaining games without parental approval
ESRB
Massively Multiplayer games (Online Roleplaying games, First person shooters, etc.) are infamous for being major time-sinks to the point of being addictive
Being combated by game developers via the use of Parental settings to limit use,
In-game messages suggesting that players take periodic breaks from the game
Addiction
Major developers (Microsoft, Sony, Nintendo) creating innovative games requiring more physical input
Nintendo Wii, Xbox 360 Kinect, Playstation Move
Various Fitness games with built in exercise regimen and diet plans (Wii Fit, EA Active)
Physical Fitness
Puzzle games like the Brain Age series proven to increase blood flow to the brain
Video games have shown efficiency at improving hand-eye coordination
Improved reflexes and mental response time from first person shooters, which reward quick thinking
Mental Fitness
University of Pittsburgh School of Medicine have experimented with commercially successful video games in gauging Surgical skills (Rosenberg 372-376)
Games being used to directly teach/increase understanding in subjects taught in schools
Real World Applications
Toy company Leapfrog sells a line of educational video games designed to teach children basic core school skills (Math, Spelling, etc.) at a variety of grade levels
Chemu, a game designed by Robert Cosmano has shown promise as a study tool similar to conventional studying methods, but more engaging and enjoyable by its users (Cosmano)
Rosenberg, Bradley H. “Can Video Games be Used to Predict or Improve Laparoscopic Skills?” Journal of Endourology Vol.19 Issue: 3. (2005): 372-376. Academic Search Premier. Web. 5 March, 2011.
Cosmano, Robert Anthony. “An Application of Videogame Design Principles to Science Education.” Thesis. North Dakota State Universty. 2007. Print. 11 March, 2011.
“ESRB Rating Process Summary.” ESRB.org. Entertainment Software Rating Board. N.d. Web. 20 March, 2011.
“Industry Facts” TheESA.com. Entertainment Software Association. (2011) Web. 20 March 2010.
Kennoy, Hunter “Phanterm”. Horace. Newgrounds.com, 2010. Song.
Sources
The EndEnjoy the Music