Source reference
Janarthanan, V. (2012, April 16-18). Serious Video Games: Games for Education and Health. Ninth International Conference on Information Technology – New Generations,
https://ieeexplore.ieee.org/abstract/document/6209109/metrics#metrics
Article type
Scholarly article
First citation
Children playing Monopoly and Sudoko increase their analytical skills, ability to handle different situations that are stressful for make them panic, as well as, have good public relation skills (Janarthanan, V., 2012, par. 3).
Summary
Serious video games are games targeted for education, including science, research, training, etc. These types of games form an educational environment. The different skills formed through the play of these games lead to a more successful student. Different strengths can be gathered though games played in primary, high school, college, and universities.
In-depth summary
Video games are making their way to the classroom, shaping learning techniques used by students. Games are being played in primary, high school, college, and universities. These games increase how fast students are picking up topics. In universities and colleges video games are being used to train students in their field. Through video games students perfect their technique to play better which can be used as an asset in the real world.
Children playing Monopoly and Sudoko increase their analytical skills, ability to handle different situations that are stressful for make them panic, as well as, have good public relation skills. Video game players also easily identify items in visual environments. In a study done comparing gamers verses non-gamers, the gamers were able to process visual information faster and track 30 percent more objects.
Problem solving is linked to fluid intelligence. Being able to manage multiple objects or resources allows people to become smarter. In video games, when learning the rules and strategies you are building those skills. Video gamers also hypothesis constituently; games are goal driven so gamers must keep redoing their actions differently to progress in the game.
Their is an increasing amount of depressed children in today’s society. Video games can improve depression by building self esteem. As a student makes accomplishments in the game they progress. This makes students feel good about themselves. Games can also help emphasize with the opposite sex. Games normally allow players to pick a gender, stereotypically players pick their own gender some pick the opposite gender. Most games target boys, however, there is a growing increase in girl gamers. In 2009 it was seen that 3 times more boys play video games than girls but, girls tend to be more avid players.
A hot topic with video games is social skills. People say video games make children anti-social despite the fact that video games are plated with other people. It is seen that most children and young adults like to play in groups. Doing so helps them gain communication skills when strategizing. Another important skill this creates is listening.
In relation to mental health video games provide an outlet for children. In games like The Sims children can create their perfect world and in other games were they can swing axes they can release stress. Games also allow for communication with other players, some that may even have the game problems as the players.
Evaluation (strengths and weaknesses)
Strength: Explained how each skill developed through games can be used in the real world in a clear manner.
Weaknesses: Does not state any of the negatives of video games; there is a lack if an opposition.
Relation to my research question
This paper explains how different skills are developed in video games and how those skills can be applied to the real world.
Significant quote
In schools, games are used as a tool to increase the efficiency of the students to learn things quickly and in a much better way (Janarthanan, V., 2012, par. 2)
In a study done in New York, one set of surgeons played video games for 3 hours a week, while the other set played none. The set which played the video games made 37 percent fewer mistakes during laparoscopic surgery and finished the surgery 27 percent faster. In another study, gamers and athletes were compared upon their hand eye coordination. People who played both sports and games were the highest, followed by gamers, and then athletes (Janarthanan, V., 2012, par. 4)
In another study, those who play action video games on a regular basis can process visual information faster and can track 30 percent more objects than non gamers. Thus, gaming can also make kids smarter (Janarthanan, V., 2012, par. 5)
Hence computer games are not just tools of fun and relaxation, they create an atmosphere of learning and experience (Janarthanan, V., 2012, par. 12)