Final presentation


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English Powerpoint, Final multimedia Project
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Final presentation

  1. 1. The Educational Application of Video Games<br />By: Larry Vogel<br />
  2. 2. Two out of three American households contain at least one video game console, or a computer with gaming capabilities<br />The average age of gamers is 34, with over a quarter being 50 or older (Industry Facts)<br />Numbers are only growing as the hobby is passed down to children<br />Statistics from the ESA<br />
  3. 3. Violence has become more prevalent in video games over the industry’s lifespan<br />Implemented in order to incite a more emotional response to video games from the biggest market, adults<br />NOT targeted at children, as many opposed to the video game industry believe<br />Violence in Video Games<br />
  4. 4. Have received a reputation of encouraging violence and aggression<br />Violent behavior is only a problem in people who already have a history of anger management problems<br />Aggression is increased, but this is no more an issue caused by video games as it is caused by sports or any other competition<br />
  5. 5. Entertainment Software Rating Board<br />Rates the content of everything in the game based on a strict procedure<br />Considers violence, language, “mature” content (ESRB Rating Process Summary)<br />Prevents children from obtaining games without parental approval<br />ESRB<br />
  6. 6. Massively Multiplayer games (Online Roleplaying games, First person shooters, etc.) are infamous for being major time-sinks to the point of being addictive<br />Being combated by game developers via the use of Parental settings to limit use, <br />In-game messages suggesting that players take periodic breaks from the game<br />Addiction<br />
  7. 7. Major developers (Microsoft, Sony, Nintendo) creating innovative games requiring more physical input<br />Nintendo Wii, Xbox 360 Kinect, PlaystationMove<br />Various Fitness games with built in exercise regimen and diet plans (Wii Fit, EA Active)<br />Physical Fitness<br />
  8. 8. Puzzle games like the Brain Age series proven to increase blood flow to the brain<br />Video games have shown efficiency at improving hand-eye coordination<br />Improved reflexes and mental response time from first person shooters, which reward quick thinking<br />Mental Fitness<br />
  9. 9. University of Pittsburgh School of Medicine have experimented with commercially successful video games in gauging Surgical skills (Rosenberg 372-376)<br />Games being used to directly teach/increase understanding in subjects taught in schools <br />Real World Applications<br />
  10. 10. Toy company Leapfrog sells a line of educational video games designed to teach children basic core school skills (Math, Spelling, etc.) at a variety of grade levels<br />Chemu, a game designed by Robert Cosmano has shown promise as a study tool similar to conventional studying methods, but more engaging and enjoyable by its users (Cosmano)<br />
  11. 11. Rosenberg, Bradley H. “Can Video Games be Used to Predict or Improve Laparoscopic Skills?” Journal of Endourology Vol.19 Issue: 3. (2005): 372-376. Academic Search Premier. Web. 5 March, 2011.<br />Cosmano, Robert Anthony. “An Application of Videogame Design Principles to Science Education.” Thesis. North Dakota State Universty. 2007. Print. 11 March, 2011.<br />“ESRB Rating Process Summary.” Entertainment Software Rating Board. N.d. Web. 20 March, 2011.<br />“Industry Facts” Entertainment Software Association. (2011) Web. 20 March 2010.<br />Kennoy, Hunter “Phanterm”. Horace., 2010. Song.<br />Sources<br />
  12. 12. The End<br />Enjoy the Music<br />