Effects Of Video Games

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EFFECTS OF VIDEO GAMES

Effects of Video Games

Effects of Video Games

Introduction

The emergence of video and computer games resulted from a natural development of children's play in the twentieth century. The computer accelerated the movement of the children's play from dangerous streets to a safe home environment. The proliferation of the online games that can be played collaboratively over the Internet allows children to play games with others without leaving the house (Anderson, 2008).



Discussion

According to Greenfield (1994), computer and video games may be seen as cultural artifacts that provide vehicles for cognitive socialization of the children that play them. That is, media-based games may create venues in which to enhance cognitive skills and computer literacy. For example, the playing of computer games has been linked to enhanced spatial skills, such as mental rotation and computer-readiness skills among young children. Unlike video games, computer games tend to serve more of an educational goal (Cassell, 2008).

For example, the instructional value of computer games has been long recognized by the military as an intrinsically motivating and relatively inexpensive vehicle by which to introduce trainees to new skills and content (Ricci, Salas, & Cannon-Bowers, 1996). Educators have also acknowledged the advantages of the computer game environment over the traditional classroom environment for facilitating learning and for transfer of skills and content gained outside the game context (Koedinger, 2001).

The review that follows distinguishes between computer and video games with regard to their characteristics and predominant genres, and information is presented pertaining to frequency of use and differential patterns of use among boys and girls. Finally, suggestions are given for research to further the understanding of the developmental ramifications of computer game play for cognitive and social development during childhood and adolescence (Friedman, 2005).

Computer games, unlike video games, include highly intricate graphics and sound effects and are played on personal computers. In particular, computer games are more likely to contain large amounts of data (e.g., detailed maps of large areas) than video games, as the latter typically have little or no secondary storage (Goldstein, 2004). The availability of relatively inexpensive high-speed Internet connections also allows for remote play on networks. However, convergent media has blurred the distinction between computer and video games, as most games are now available for computer and video game play (Greenfield, 2006).

The variety of game genres includes adventure, sports, puzzle, simulations, and the top-selling genre for 2002, strategy games (Interactive Digital Software Association, 2003), such as The Sims. Adventure games include Harry Potter and the Sorcerer's Stone, in which the player must complete a series of tasks (e.g., fight a dragon) or acquire particular items (e.g., a gemstone) in pursuit of a final goal (e.g., recovering a lost manuscript). These games, unlike sports games such as Backyard Basketball, often show cross-gender appeal. Simulations such as the popular Barbie Fashion Designer have shown particular appeal among girls. Another popular computer game genre is that of strategy games, which often take the form of war games, as in the currently very popular Warcraft III ...
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