...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...
Words: 3146 - Pages: 13
...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...
Words: 6821 - Pages: 28
...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...
Words: 624 - Pages: 3
...viewed as having both negative and positive effects in our lives. For example, many parents blame video games for the increase in violence behavior amongst children and teens. They feel that violent games are the contributing factors as to why adolescents have develop more hostile feelings. On the contrary, there are those who view video games as an excellent educational tool. They feel that video games bring a different aspect of teaching that no human being can imitate. Whatever the reason video games are here to stay and are becoming more and more instrumental in our lives. The following report will provide readers with an overview of how pricing in the gaming industry has change over time, concentrating solely on the console system. The report will begin by introducing the different types of videos games that are available to us. Furthermore, the report will offer readers a brief history of the gaming industry. Moreover, the report will illustrate the effect both the life cycle and pricing wars have on overall pricing. Finally, the report will conclude by giving my opinion on the strategy of pricing in the gaming industry. The different types There are various types of video games available to a person. The first and most common video game is the console video game. I say most common because it is the one that is advertise the most. Every time you see an advertisement for a game you are also seeing an advertisement for a console. I believe this to be true because...
Words: 2243 - Pages: 9
...Acquisition through Educational Computer Game for Young Learner Technology has grown into something which is really sophisticated recently. It affects almost every aspect in this world. Education is one of the aspects that cannot dodge the mass effect of technology. Recently, educators are addicted to include technology in their teaching activities. Many programs and applications have been invented to aid the educators. Students are also familiar with technology. Even the young learners have been exposed to technology. Some are even able to use technology as well. Young learners in this era can be called as a digital learner. They are studying in the middle of digital era. That is, they will be more and more exposed to technology. Technology can also be really helpful in English language acquisition for young learner. Regarding the fantastic effect of technology, the enchantment of technology as one of interesting media and the nature of young learner that is tend to play, educational computer game will be one of the most enjoyable and fun media to help young learners acquire English language. Therefore, this essay will describe why computer game should be used as one media to help young learner acquire English in school. Teaching language for young learner using computer may be challenging in some ways. There are many things to be considered before the teachers can use the computer as the aid in their class and to perform the gaming activities. Firstly teachers...
Words: 1103 - Pages: 5
...Video game addiction An Assignment Submitted by ______ ITT Composition I (EN1320), _/_/_ Video game addiction Video game addictions is a rather new syndrome since the computer games are relatively young – the oldest being only slightly older than twenty years. Video game addiction is a dangerous phenomenon and is detrimental to the realization of reality by a human being. The official definition of the syndrome is the following: video game addiction is a severe compulsive use of either video or computer games. Indulging in using the games excessively may hinder one’s everyday life. Video game addiction may display itself in the following way: social isolation, excessive amounts of time spent on gaming, diminished imagination, irregular mood swings, too much focus on the in-game achievements, behavior, which is modeled by the rules and realities of any given game (Lindsey 2007). Video game addiction is not going anywhere, as it recently acquired enough infamy to make it worthy of inclusion into the Diagnostic and Statistical Manual of Mental Disorders, under the “Conditions for Further Study” heading. It was deemed worthy of inclusion by the American Psychiatric Association, due to enough evidence, as well as, the fact that video game overuse results have similar symptoms and effects as seen in other psychological addictions. It has been noted that video game addiction bears many similarities to impulse control disorder and compulsive gambling...
Words: 1004 - Pages: 5
...(Fédération des Equipes Bull, 2007). This section of the paper discusses the marketing strategies for mobile news games that is being offered by the company. This section specifically describes the type of product the company will offer, and identifies the primary descriptions of the mobile news games. Also, product branding decisions and strategies as well as the product breadth, and depth are also discussed in this section. 1. Discuss the type of product the company will offer and identify its primary characteristics. Mobile News Games will provide product which is categorize as educational, and entertaining. The need for additional benefits in a mobile phone is the inspiration behind the creation of this kind of service offering. Almost all people possesses a mobile phone and because of this selling mobile news games provide a higher, and bigger market opportunities than selling ordinary educational and entertaining contents. While newspapers, and TV news are the traditional ways to get the latest happenings around us, time to sit in front of the television, or in browsing the pages of a newspaper, is almost always unavailable. The idea of offering mobile news in the form of a game is also helpful for the easy absorption of the news contents to its selected target market. It is a known fact that children and young adults do not give high importance to current news because their...
Words: 1320 - Pages: 6
...Computer Games and It’s Effect to CBA Students of UM A Research Paper Presented to Prof: Edwin Nebria English 201, 12:30 – 1:30 Jason P. Lao Cristina Aquino Jobelle Solatorio Ebenezer Canque June Niel Acebedo March, 2013 Acknowledgement We would like to express our gratitude to all people who shared their time and resources for the completion of this study. Without their blessings, this paper would not be realized. Special thanks are bestowed to our parents, for their unconditional love, patience, financial and moral support extended in this endeavor. Likewise, we are equally grateful to our teacher, Prof: Edwin Nebria for his expertise and guidance in the making of this Research paper. We are also thankful to our friends, Dave Geverola, Mark Sieras and Paolo Serra for lending their laptop and helping us in encoding and editing of the final copy. Above all to God, our savior for the countless blessings and strength given to us to continue doing this until its completion. The Researchers Jason P. Lao Cristina Aquino Jobelle Solatorio Ebenezer Canque June Niel Acebedo Introduction In the worldwide scenario nowadays, technology develops very fast, which means the phenomenon of Electronic devices has started. According to Joshua Gardener, the issue of the effect of video game violence on young people came into the national spotlight in 2011 when a California...
Words: 1164 - Pages: 5
...Stats and Research * Personality traits like trait anxiety, sensation seeking, neuroticism, and aggression appear to be related to the development of gaming addiction. Mehroof, M et al. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316. * Regions of the brain associated with cravings in substance abuse also appear to be activated in gaming addicts when they view images of video games. Ko, C. et al. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal or Psychiatric Research, 43, 739-747. * There is a difference between "excessive gaming" and "addictive gaming". Two gamers may play for an identical number of hours each day, but their psychological motivation and the meaning that gaming has within their lives can be very different. Gaming addiction should be defined by how much the game negatively impacts others areas of life, not by how much time is spent playing. Griffiths, M et al. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125. * In a volunteer sample, 41% of online gamers acknowledged that they use gaming as an escape. In the same sample, 7% were viewed as "dependent". These gamers possessed several behavioral attributes that are related to more well established...
Words: 1030 - Pages: 5
...Chapter 1 INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research...
Words: 2445 - Pages: 10
...dedicated quality management organizations in each of its business divisions. The headquarters' quality management and technology experts gather weekly and share quality issues among them. They are also responsible for monitoring the effectiveness of responses, ensuring they are consistent and help expedite Sony's quality improvement efforts (Product, 2011). Corporation’s Contact Information Questions and suggestions to Sony can be made based on which division you need to deal with. There are links for each division on their website to make contact. Messages can also be posted on social network sites such as Facebook and Twitter (Sony, 2012). These areas provide assistance by country and offer contact by email, live chat, phone, and online support...
Words: 1581 - Pages: 7
...Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects of Lawful Interception NGNs and Energy Efficiency Standardization Activities for Intelligent Transport Systems Distributed Computing: Utilities, Grids & Clouds The Future Internet ICTs and Food Security Biometrics and Standards Decreasing Driver Distraction ICT as an Enabler for Smart Water Management Using Submarine Communications Networks to Monitor the Climate Standards and eHealth The Optical World Trends in Video Games and Gaming ITU-T Technology Watch Report September 2011 Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender. This ITU-T Technology Watch Report surveys some of the latest developments in the world of video games, describes the most common gaming platforms and terminals and highlights new technologies enabling a better gaming experience and associated standardization activities. http://www.itu.int/ITU-T/techwatch Printed in Switzerland Geneva, 2011 The rapid change of the telecommunication/information and communication technologies (ICT) environment requires related technology foresight and immediate action in order to propose possible ITU-T standardization activities as early as possible. ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities. Technology Watch Reports assess new technologies with regard to...
Words: 10531 - Pages: 43
...What’s the Right Age to Stop Playing Cooking Games? With the release of more compelling games comes the upsurge of online gamers. Sometimes it makes me ponder, where is this all heading? Will the online gaming obsession ever fade? And what age is considered too old when it comes to gaming? Let’s face it, despite the fact that online gaming is taking over the world; we still have innumerable questions in our heads, questions resulting from curiosity and annoyance. Annoyance if you’re a parent waiting for a miracle to make your kids stop their gaming addiction and curiosity if you’re waiting for the downfall of online gaming (which is still not happening, ever!). Is there such an age when you can nonchalantly blurt out that you have given up on gaming and have moved on to better worthwhile activities? Or is this just wishful thinking? Kids these days are hooked on online games but most girl gamers are cooking games enthusiasts. And from the looks of it, they’re not putting gaming to a halt. Putting an end to gaming addictions depends on one’s lifestyle and passions and the kind of games that they’re playing. Sometime in your life when you’re old and gray, you may have to place gaming in the back shelf. Not because you want to, but because you need to. At that point in your life, there may be tons of things to do rather than sit down and face the computer all day. When you get older, you have less luxury to enjoy everything that you want to do. You’ll have less and less free time...
Words: 650 - Pages: 3
...decennia, there have been substantial rise in the community of researchers reviewing about videogames and computer. The introduction of videogames has 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...
Words: 1590 - Pages: 7
...ASSESSMENT EVENT 1 - Analyse and Present Research Information UNIT-BSBRES401A 1) INTRO The world’s electronic games industry is dominated by three players; *Nintendo, Microsoft and Sony.* Further Information about the products of these companies can be found on Page 6 – Comparing Nintendo Wii To Xbox 360 And Playstation 3 This compiled research report is about Nintendo Co., Ltd.& the competition they face in the gaming industry. The purpose is to conduct market research and analysis of the corporate strategy of an organisation and the The key objective is to determine the future potential for Nintendo Co., Ltd.and the gaming industry. My research is to be based on Nintendo Australia including information Nintendo Japan HQ. The gaming console I have chosen to focus on is the Nintendo “Wii”. As can be seen in Appendix Figure 2, The Nintendo Wii is designed in a very modest way. It is possible to purchase this product in white and black colour. The console itself is very innovative and easy to handle. The system is called motion controlled gaming and it is also possible to connect to the Internet. 1. This first section of the report we will begin with a brief look at Nintendo’s history, the target audience, products and the sources and methodology used. 2. In the second section of the report we will look at how the research was undertaken along with the analysis of the information gathered from a survey I conducted on the popular Nintendo “Wii” along with...
Words: 3650 - Pages: 15