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Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. [1] Computers and other technologies have already changed the way students learn.
The fact that both parents and grandparents are using games to connect with their children and grandchildren, and quite successfully, suggests that video games can improve social skills and make a ...
Moreover, game designer William Siu, in his article I Make Video Games. I Won’t Let My Daughters Play Them, [22] expresses concern over the potentially harmful effects of video games, particularly their immersive nature and its potential for addiction. William Siu argues that video games have the potential to disrupt the development of ...
Related to video game content (particularly violence), gaming addiction, and online harassment, there is ongoing concern that video games may have a negative impact on the development of children. Video games are commonly marketed towards younger audiences, and in a 2008 Pew Research Center study, 97% of teenagers from ages 12 to 17 played ...
Story at a glance In the past, research on video games and children tended to focus on the potential detrimental effects of the hobby. New research published in JAMA Network Open suggests playing ...
This newly released study shows positive effects on kids who played video games 21 hours a week.
Game brain refers to these effects and the state of the brain. His theory has gained some recognition in popular culture, especially among parents who believe that video gaming can have detrimental effects on child development. It has in many instances affected local policy and decision-making regarding the selling of games to minors.
Throughout the years, there has been much research on the topic of game culture, specifically focusing on video games in relation to thinking, learning, gender, children, and war. When looking at game culture, particularly for early studies, multiplayer online games were usually the basis for research. [48]