...a impulse assumptions does provide forethought on how educational video games could be structured as an expert tool that will logically reunite a great deal of learning and fun. Plus, an educational video game is a worthwhile target because people of various ages are then forced, where the players volunteer; contribute in learning through educational video games. Introduction to Marketing Introduction Educational video games are becoming more recognizable through their educative prospective since they do gather capable elements such as, state-of-the-art computer technologies, user-centered design and interactivity. This leads to exceptional condition of the product with multi-sensory exposure that students can experience fully by doing and learning. The key reasons for this growing curiosity are the players’ motivation, playing while being deeply engaged and the standards of successes. Societal concepts are an environmental force that impacts educational video games in today’s society. Since marketing actions are a crucial element in the entire business organization, marketers ultimately do have a bit of liability to helping supply what the consumers want and reduce what they don't. Societal influences are distinguished by the existence of forces that add to adjust the need for a particular item (Henderson, 2000). Economic concepts are another environmental force that impacts educational video games economically. Marketers might be required to alter the...
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...Importance of Eduactional Games According to AJ Martin (July 13, 2013) in his case study entitled “Video Games as a Part of Life” he stated that, “Some parents see video games as a brain-damaging waste of time, but recent studies show the opposite, video games help people, no wonder why they use it for rehab, training and just plain fun. It’s no secret that the Philippines is addicted to video games, in fact if you’re in a city in the Philippines, you can find an internet cafe within walking distance, and if you enter that internet cafe, there are bound to be teenagers there playing DotA or Counter-Strike or some other game. This isn’t a bad thing because it develops friendship, teamwork and the ability to socialize. According to Jason B. Almonte (June 22, 2011) in his case study entitled “Implementation of a digital game-based learning environment for elementary Education” he stated that, “Video games have gained high popularity nowadays that researchers have taken an interest in its use as an educational medium. Based on previous studies on educational game development, the project has developed video games for mobile handheld devices that cover Grade 6 Philippine Educational System Science curriculum topics. It aims to serve as a supplement to the student to further augment what they have learned inside the classroom and be able to use it in practical applications. It aims to offer aid for topics that are difficult to learn by students or difficult to teach for educators...
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...Integration of Video Games in Classrooms Abstract This literature review will explore the effective ways educational video games enhance student motivation in classrooms and the personalized approach of education through video games. It will also explore the adaptation of educational games in classrooms as well as educator’s concerns. The review is limited to the use of video games designed for educational purposes and does not discuss the educational value of the entertainment video games. The review does not discuss the different effects of video games on diverse groups; it focuses primarily elementary to college level students. Video games have been around for over thirty years; they are one of the most lucrative and prominent forms of entertainment across cultures. A total of $20.77 billion was spent in 2012 in the game industry (ESA, Essential Facts about the Computor and Video Game Industry, 2013). The Gaming Industry is changing and adapting every year to the new technological changes. Video games have become an important form of entertainment to society. “U.S. consumers play video games on… Sony PlayStation 3 and the Microsoft Xbox 360 and on personal computers (“PCs”)….on mobile video players such as the PlayStation Portable “PSP”, the Game Boy Advance and the Nintendo DS….“on-line” among multiple players who interconnect over the Internet and other proprietary online networks” (Siwek, 2010). The expanding market of video games and its influence on American...
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...become one of the chief medium of entertainment for youths. According to researchers, the educational potential of videogames has created a lot of attention among the people. Research illustrations that the application of videogames can empower students to control their process of learning, situate learners in a thoughtful setting, promote constructive attitude towards the course of learning , promote inquiry-based and integrate multiple topics to confront learners. The emergence of entertainment-based cultural background increased the subject of taking serious action towards the implementation of videogames into classroom. Videogames have the capacity to enrich the learning process and encourage student commitment. This paper examines the integration of videogames into classrooms, as it can benefit students to improve cognitive skills and reach curricular education goals. Thesis statement “The integration of videogames into classroom learning process can allow students to reach curricular learning goals and develop critical thinking skills” Historical background The rapid development of gaming industry is on its way to outdistancing television and film industry. A movement was started in the year 2003 to use videogames in training and teaching process. This movement is known as serious games. The significant range of representations of worldwide people and society in the field of video games created a huge opportunity for cross-cultural learning and education in any field of...
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...________________________________ _________________________________ “Study on How Video Games Enhance the Mental Skills of a high school student” In partial fulfillment in English Proficiency Instruction II Submitted to: Prof. Maria Antonette Lofamia Submitted by: Gregorio, Fernan Joseph Panerio, Jose Mariel Date submitted: March 16, 2015 Chapter I Introduction For years video games have been criticized for making people more antisocial, overweight or depressed . But now researchers are finding that games can actually change us for the better and improve both our body and mind. Games can help to develop physical skills. Pre-school children who played interactive games such as the ones available on Wii have been shown to have improved motor skills, for example they can kick, catch and throw a ball better that children who don’t play video games. A study of surgeons who do microsurgery in Boston found that those who played video games were twenty-seven percent faster and made thirty-seven percent fewer errors than those who didn’t. Vision is also improved, particularly telling the difference between shades of grey. This is useful for driving at night, piloting a plane or reading x-rays. Games also benefit a variety of brain functions, including decision-making. People who play action-based games make decision twenty-five percent faster than others and are no less accurate, according to one study. It was also found...
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...Research on Educational Impact of Games A Literature Review Institute for Games for Learning NYU Education/Assessment Group CUNY Education/Assessment Group White Paper # 02/2009 Version 0.1 June 25, 2009 Florrie Ng Helen Zeng Jan L. Plass Gaming Literature Coding In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged, the methodology employed, and the findings yielded, the ultimate goal being to identify knowledge gaps in the literature. To this end, we reviewed the relevant research conducted in the last 15 years by following the procedures outlined below. (a) Using the widely used social science database PsycINFO, we searched for articles which focused on both games and learning. The keywords chosen were “gam*” and either “learn*”, “teach*”, or “educat*” (the wildcard * can stand for any of a defined subset of all possible characters; for example “gam*” includes “game,” “games,” “gaming,” etc.). This generated about 4000 peer-reviewed articles from the earliest date (i.e., before 1960) to the end of 2008. (b) Given that studies conducted a decade ago tended to be less rigorous methodologically or yield obsolete results, we decided to focus our attention on more recent research. Once we narrowed down the time period to the years of 1995 to 2008, about 2400 peer-reviewed articles were left in the...
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...Video Game Design Career Essay I was a kid, maybe six or seven years old when I first played one of those small portable video games, the famous Nintendo gameboy advance. Since that day I became a lover of video games, dreaming of becoming a creator or game designer, as it is called today. As I play more games, more grew in me the dream not only to play the game, but Also to create them; in fact I have come up with many nice thoughts about video games from what I have played and I believed one day my dream will come true when I will create my own game, hoping such game will become a famous game. After doing researches, I found that in fact, the video game industry it is a huge business managing billions of dollars, and that in order to create video game from just the game’s idea until the end step, a lot of different People with different educational background and training is needed. So, the questions now are, what part of this long chain of different positions I am interested for? What position within this multi-billions of industry will give me a major satisfaction? What position will give me the better income? Are universities or colleges in Puerto Rico offering courses for all these positions? Well, I think that I will only find answers researching more about the video games industry and those college in Puerto Rico teaching related course of study. I hope the next paragraphs will provide more information that helps to find answers about doubts in this field of video...
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...------------------------------------------------- Introduction ------------------------------------------------- The video game industry is powerful and incredibly profitable. Its $18 billion in annual sales, large workforce, and even larger consumer base makes it a lobby one would not want to attempt to regulate unduly. Yet, violence in America, especially among young people, is a known problem. Some research indicates that video games are a part of that problem. Indeed, playing video games may be linked to antisocial behavior and permissiveness about violent behavior. For this paper I highlight the importance of that issue - that violence and video gaming may be linked, and censoring gaming to reduce that link is politically problematic - but turn to a lesser know issue. Educational gaming, a form of gaming assumed to be without controversial content, can also be the subject of public censorship. ------------------------------------------------- Video Game Industry ------------------------------------------------- With over $18 billion in total sales and a workforce of more than 213,000 the video game industry has grown from a somewhat small portion of American entertainment to an industry that influences the leisure and livelihood of many people (O’Holleran, 2010). There is power in having that standing, an any attempt to curtail that power would likely encounter a great deal of resistance. That means censorship of the video game industry would pit the real and perceived First Amendment rights of commercial...
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...Video Games and Gaming Systems Video games and gaming systems have increased in popularity since the first video game; Tennis for Two was created by William Higinbotham in 1958. Just about everyone is playing some kind of video game, on TV, cell phones, and gaming systems (XBox, PS, etc.), but the most popular game types are currently being played online. The majority of the gaming population is playing games for entertainment instead of the traditional media (TV, movies, and music). With the specific audience (let’s call them, Gamers), they are loyal customers and will continue to purchase video games and gaming systems. Since development only takes a few months, the economy will be impacted. According to Xia (2013), “video games is expected to grow from $67 billion to over $82 billion by 2017.” As soon as one video game or gaming system is introduced to the public, there is another one being developed with better graphics and offering more programing complexities to keep their audience wanting more. The environment is impacted largely due to quick development. Every time a video game or gaming system becomes obsolete, consumers rush out to buy the next best thing. Typically, the old video games and gaming systems won't be powerful enough to play the newest games because of processing power, video rendering, and memory needs. The old video games and gaming systems usually end up on a shelf, forgotten, donated, or in a landfills. Gamers prefer to spend...
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...Benefits of Video Games English 223 D 12/5/2012 Intro I have played video games since I was five years old, they have been a huge part of my life. They have made me the person I am today for better or worse, but I believe for the better. They have helped me significantly in my social life. They helped me make friends, and have allowed me to have a common ground with people I would other wise never have anything in common with. It allows me to meet new people and keep in touch with friends in far off places. The challenges that video games have presented me have taught me how to analyze the situation quickly so I can react just as fast. Also I have learned a lot of random facts from video games about the real world. Many of the situations in video games have connections to the real world and thanks to the simulations of real life in video games I know how to react to certain situations or perform certain task appropriately with out actually ever doing them before. I believe video games have many benefits to offer everyone, they have been great to me and I am sure they can help everyone. Video games are deemed as toys with no apparent value but to waste time. This is very untrue, video games can be very beneficial if used properly. They can increase analysis and problem solving skills, they allow people the ability to keep in touch with their friends from all around the world and even make new ones because they have a shared interest, and they can...
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...EFFECTS OF VIDEO GAMES ON STUDENTS Effects of Computer Games on Students Students these days are spending more of their free time playing computer games. There are positive and negative effects associated with playing video games. Set a regular routine for your child so he knows when it is time to do homework and when to play games. Some students get carried away with playing their computer games for excessive amounts of time. Your child’s health might be affected negatively if he plays computer games persistently. His eye sight might get worse because he is constantly staring at the computer. Since your child sits in one position while playing computer games, he may be at risk of gaining extra weight due to lack of daily exercise. Encourage your child to play outside or get other physical fitness so she plays computer games for a limited amount of time. If students are spending too much time playing computer games, they may not be getting enough social interaction at home. Students should have proper communication skills so they can interact with teachers and classmates while at school. Good social skills will help your kid feel healthy and happy at school -- and can possibly boost his interest in school work. Limit the time your child spends on computer games. Be interactive; play board games that can boost your child’s social skills. According to All Academic Research, playing computer games may not be all that bad for your children. Peng Wei states that educational...
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...They have recently been introduced in the educational sector as a learning tool. Those who have constantly enjoyed computer animation can also benefit from the technology by using the video games as a learning tool. There are two main genres of computer video games, such as RPGs and role playing games. Most of these games are structured in a way that the players or player need to complete a certain task. It is also required that the participant to engage with the other quests or characters to be in a position to win the game for him or her self or for the team. In most computer video games there are two to eight participants. Though a single participant may be able to fight or play at a time, there is need for skills and experience to win these games. The characters to play in a single game may be fictional, present or available through online RPGs. Online RPGs is supported by MMORPGs (Massive Multiplayer online RPGs) which make it possible for people to interact all over the world to act as custom characters and interact in playing a world video game. In strategy games the player assists in controlling several characters with an aim of directing the characters to defeat, weaken another party or complete a mission. Video games have become very common among the teenagers and consume a great deal of time playing these games. Video games among teenagers are mainly a source of fun and engaging but can also be useful in improving the educational and social sectors (Ruiz, Cook & Levinson...
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...Bringing Video Gaming and BD-Live from being an Entertainment Tool to a becoming a Distance Learning Tool: A Concept Paper 1 Choo-Hong Loo School of Business and Administration ,Wawasan Open University 54, Jalan Sultan Ahmad Shah 10050 Penang,Malaysia. chloo@wou.edu.my, telephone +604-2180 333 and fax +604-2269 323 Accepted Sub-theme: Technology-enhanced teaching and learning Abstract: To some parents and educationist, video gaming has long been associated with wasting time. The interactivity and connectivity of the sixth and seventh generation video console has resulted in the introduction of the use of motion as input, and IR tracking and wireless controllers and 3D together with connectivity among the different console users in a network. This paper discusses the application on how the sixth and seventh generation video game console can be adapted to deliver vocational instruction through the gaming consoles. Apart from the video game console we would also be discussing on the use of the BD-Live feature on the BluRay disc. Using the case studies of Xbox 360, WII, Play Station 3 and BD-Live, we would like propose how video game and BluRay consoles can be used to deliver vocational education through the distance learning mode. The advent of the internet, motion technology and 3D technology, would mean enhanced educational content can be delivered to students in a more effective, expansive and entertaining manner. The discussion of this paper will benefit the makers...
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...uncommon to find one if not more gaming consoles or computers within a household this day and age; they have become apart of our modern society and look as though they are here to stay for the long term. But what effects does the up and coming gamming culture have on our society? After taking a closer look at the topic it could be argued that those who are apart of the B. Allen 2 gaming culture are susceptible to possible violent behavior, but are also inclined towards academic success, and health benefits. “Bring on the guts, bring on gore, bring on the mayhem!” Unfortunately video games that contain content such as this are seen as possible scapegoats for exemplifying violent behavior in teens and adults in our society. For example when it was found that Eric Harris and Dylan Klebold were fervent players of the games Doom and Wolfenstein3D (CNN 4/22/99) many people blamed the games for the massacre to an extent. Some people even tried to file...
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...Online Game Addiction Technology is one of the major assets in today’s world. Some human being living in this world surely uses technology in their everyday living. Nowadays, technology does have many uses and advantages yet one cannot deny, it also has some disadvantages and one of this is video game addiction. Cause and effects of the video game addiction recommends some solutions” Video Game Addiction is excessive or compulsive use of computer or video games that interferes with our daily life. Instances have been reported in which users play compulsively, isolating themselves from other forms of social contacts and focusing almost entirely in-game achievements rather than broader life events and “Studies have indicated that males play video games more frequently than females. Television program producers and video game manufacturers may produce violent shows and games for this audience. This demand for violence may not arise because of an innate male desire to witness violence, but because males are looking for strong role models, which they find in these shows and games” (Clark, 1993) Playing video games has become almost as popular as watching television. The vast majority of school children play video games; they are part of the daily routine of 65% of American households. Video games account for 30% of the US toy market and the annual earnings from video games approaches nine billion dollars, which is more than the gross sales from box office tickets for movies. This...
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