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In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
[7] [failed verification] Others have theorized that there are positive effects of playing video games, including prosocial behavior in some contexts, [8] [9] and argue that the video game industry has been used as a scapegoat for more generalized problems affecting some communities. [10] [11] [12]
Time spent playing video games can be good for mental health, according to a new study by researchers at Oxford University. ... of time spent playing was a small but significant positive factor in ...
Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.
Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30] One such study produced data that indicated that boys who spend less than 1.5 hours on the television and playing video games, were 75.4% less likely to be overweight than ...
The researchers concluded that playing prosocial games affects a child's social cognition, because it changes their attitudes and affect. It is also important to note that outside the confines of a study, playing a video game may affect how a child acts, but it is not the only factor present that can affect this.
The study concluded that "virtual gaming may allow players to express themselves in ways they might not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age". This study is one of several that Griffiths has conducted on the topic of how video games affect social interactions.
In the 1999 Columbine shootings, violent video games came under fire with politicians questioning the relation of violent behavior with playing video games, stating "the answer is unclear." [34] Due to Grand Theft Auto's extreme violence and mature themes, the games throughout the years would create a variety of different controversies. [35]