Research paper computer addiction bibliography
McGonigal discusses nearly all aspects of modern gaming, both digital and not, with particular emphasis on the social and anti-social aspects. She is unabashedly optimistic, though emphasizes moderation in the activity, positing the potential of games as forces of good.
She often takes a more philosophical approach with regard to the use of games; while she does include some data, she argues a grander destiny for gamers and gaming, and stands firmly in favor of the power of gaming. Her research is all over the board; at times relating personal narratives before launching into a short history of some aspect of gaming. That said, it flows together well, and seems accessible to the average reader.
Research paper computer addiction bibliography - Essay
McGonigal is less concerned with design than she is with use, standing in opposition to many of the other authors, though she is a bit less focused overall. Overall, her book is a useful source, offering a practical examination of how games are played along with a game-positive philosophy infused throughout. While she might be too optimistic in her views of incorporating games into everyday life, she does provide a strong case for how and why that should occur.
It is important to comprehend how video games might exist as a new literacy, and the practical aspects of bringing them into the classroom environment. We must understand how students will respond to games, as well as how designers might intend their creations to be received. Furthermore, the various skills required for the operation of a video game must be taken into consideration, both in the teaching of those skills and how those skills in question relate to other aspects of new media literacies. Gee, J. What video games have to teach us about learning and literacy.
New York: Palgrave MacMillan. Gee discusses video games in a context of linguistics and learning, discussing 36 principles of learning that can be found in video games, drawing upon decades of experience in the education sector. He seeks to understand the ways in which video games educate the players, and how to apply these lessons to more traditional pedagogical modes, examining how games have come to rely on narrative as a function of the experience he offers an extensive case study of the computer game Deus Ex, one of the most influential narrative-based games of its era He ultimately calls upon game designers to continue their work, players to engage more directly with the elements of learning within games, and for the education establishment at large to find a place for video games.
Gee is an educator with an expansive pedigree; with his PhD in linguistics from Stanford, he has worked a variety of positions in higher education, from chair of the Department of Developmental Studies and Counseling at Boston University to Professor of Reading at University of Wisconsin-Madison to his current position at Arizona State University. He also presents a useful viewpoint in examining the pedagogical potentialities of video games in that he is both an expert in several fields and a recent convert to the idea of the teaching power of video games.
He is both a insider and an outsider in the academic field of video game studies. His unique perspective should offer a sense not only of why we should teach video games in classrooms, but also how we might engage recalcitrant administrators and colleagues with the value that video games provide. Sanford, K. Understanding the power of new literacies through video game play and design. They offer in depth analysis of how the games play roles within socialization, learning how to navigate the games themselves, and the undercurrent of masculinity that informs proceedings one boy, in selecting a female character, is told to choose another by his supervisor.
They conclude that there is a great deal of value in video games, particularly in treating them as a new literacy, and that educators should take the first move in further integrating digital games into the classroom. Sanford is an associate professor of instruction at Victoria University. She has published numerous articles on digital pedagogies, with special attention on adolescents.
This article is useful in giving considerable background on more youthful learning; even if I focus more directly on the college experience, it will be valuable to give some sense of how early digital learning occurs and forms the basis for understanding later in life.
An Annotated Bibliography For Video Game Studies
Sanford further examines the gender issues that arise from gaming, something that should be kept in mind in proceeding. Schaffer, D. Video games and the future of learning. The Phi Delta Kappan, 87 2. The authors argue that video games should be embraced as a new tool of teaching. In their reckoning, students tend to leave the learning in the classroom, doing their work as a performance for the teacher without regard to the lessons themselves, and not engaging with the work outside of the standard study hours, something video games might combat.
They call on game developers to create more epistemic games as well as increase the simulation aspects of more traditional gamer as a way to help educate the students of tomorrow.
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These authors including J. Gee offer a case for video games as tools for learning-assistance, using them to reinforce the lessons taught in the classroom, particularly if developers can be convinced to produce games of greater pedagogical value.
This article reads more like a call to action than a full examination of the academic principles behind teaching video games, but might serve as a bellwether for the unfolding field of video game studies. It is of less direct use than some other articles, but is useful for understanding the larger trajectory of the field as it stands now. Zimmerman, E. Gaming literacy: Game design as a model for literacy in the twenty-first century. Bowen, Lisa.
The ISNR Comprehensive Bibliography of Neurofeedback Research
YouTube, 13 November Flanagan, Jack. Foulkes, George. Millbanksystems, n. By George Foulkes. Hansard, n. Gentile, Douglas A. AAP Gateway. George, Donna. The Washington Post, 20 Apr. Gray, Peter.
If So, Why? Psychology Today, 2 Feb. He analyzes how people play video games to fulfill some kind of psychological need. He constructs a research paper that consists of his own analysis and facts from other studies. To prove his point, he pulls information from other studies. The purpose of the article is to provide his opinion about the root cause of video game addiction and for other academics to gain another viewpoint. YouTube, 12 April Irles, Daniel Lloret. Kuss, Daria J. Paddock, Catharine. MediLexicon International, 17 Jan. Catharine Paddock is a technical writer in the computer industry and argues that video game addiction leads to depression, anxiety, and social phobia.
It is mainly a summary piece and opinion piece where she presents a lot of facts from different studies. Article Metrics Views. Article metrics information Disclaimer for citing articles. People also read Article. Duncan Stanton et al. Published online: 7 Jul More Share Options.