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Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning |
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Abstract:
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Despite the growing popularity of computer and video games, academic researches on games are somewhat limited. Among those existing studies, most of them are focused on the violence in games and its negative effects. Though is has long been acknowledged that computer and video games are beneficial in certain domains, there is no comprehensive study on the positive effects of computer games. In this paper, current literature on computer game effects, especially the positive effects in learning are reviewed. Classification of computer games is discussed. This review of positive effects of computer games is based on the classification of computer games by its purpose as for education or for entertainment. Positive effects of educational games cover the areas of learning, motivation, retention memory, spatial skills, utility for special groups, and cognitive abilities. For entertainment games, positive effects in training and academic performance are discussed. |
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game (255), comput (147), effect (117), learn (87), posit (63), educ (54), video (49), play (44), skill (41), m (31), journal (30), simul (29), research (29), children (26), instruct (25), studi (25), use (25), d (25), j (25), motiv (24), entertain (24), |
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Association:
Name: International Communication Association URL: http://www.icahdq.org
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Citation:
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MLA Citation:
| Peng, Wei. "Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning" Paper presented at the annual meeting of the International Communication Association, New Orleans Sheraton, New Orleans, LA, May 27, 2004 <Not Available>. 2008-10-10 <http://www.allacademic.com/meta/p113328_index.html> |
APA Citation:
| Peng, W. , 2004-05-27 "Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning" Paper presented at the annual meeting of the International Communication Association, New Orleans Sheraton, New Orleans, LA Online <.PDF>. 2008-10-10 from http://www.allacademic.com/meta/p113328_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Review Method: Peer Reviewed Abstract: Despite the growing popularity of computer and video games, academic researches on games are somewhat limited. Among those existing studies, most of them are focused on the violence in games and its negative effects. Though is has long been acknowledged that computer and video games are beneficial in certain domains, there is no comprehensive study on the positive effects of computer games. In this paper, current literature on computer game effects, especially the positive effects in learning are reviewed. Classification of computer games is discussed. This review of positive effects of computer games is based on the classification of computer games by its purpose as for education or for entertainment. Positive effects of educational games cover the areas of learning, motivation, retention memory, spatial skills, utility for special groups, and cognitive abilities. For entertainment games, positive effects in training and academic performance are discussed. |
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| Document Type: |
.PDF |
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27 |
| Word count: |
6372 |
| Text sample: |
| Games Positive Learning Effects 1 Is Playing Games All Bad? Positive Effects of Computer and Video Games in Learning Games Positive Learning Effects 2 Abstract Despite the growing popularity of computer and video games academic researches on games are somewhat limited. Among those existing studies most of them are focused on the violence in games and its negative effects. Though is has long been acknowledged that computer and video games are beneficial in certain domains there is no comprehensive |
| United States March 21 2000. Retrieved November 22 2002 from http://www.mediaandthefamily.org/press/senateviolence-full.shtml. Wiebe J. H. & Martin N. J. (1994). The impact of a computer-based adventure game on achievement and attitudes in geography. Journal of Computing in Childhood Education 5 61-71. Wolf J. P. (2001). Genre and the video game. In J. P. Wolf (Ed.) The medium of the video game (pp. 113-134). Austin TX: University of Texas Press. Wolfe J. (1997). The effectiveness of business games in strategic management |
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