Studies of Children and Video Games: A Look at the Beginning - Presentation Transcript
Studies of Children and Video Games: A Look at the Beginning By Asma Murtadha October 9, 2006
The Start
Primarily game therapy
“severely disturbed children”
Many goals
Communication
Interaction
*Games Selected for Following Reasons
Therapeutic uses
Availability
Cost
Space
Easily understood instructions
*Video games were not chosen.
Conclusions of Game Therapy
Challenged children
Feelings toward adults
Ups
Downs
Generalization
Familiarity
Substitution
The Beginning
Television and movies
Questioned the violence
Arcade subculture—good or bad?
Less restrictive than previous studies
Changed physical space
Why?
Passing fad?
Disregarded
Rebellious
Something new
Marriage of television and the computer
Fantasy
Arcade Subculture—The Good
Cognitive processes
Sensory memory, ability to switch attentions, short and long term memory (in spaced practices), expectancy, verbal/visual distinctions, motor performance, problem solving (creative thinking)
Social benefits
Jean Piaget
Jean Piaget’s Stance
Development
Children
Knowledge
Claimed children learned from experience
Computers held “considerable potential for engaging children in valid intellectual exercises”
Arcade Subculture—The Bad
Skipping school
Perception of reality
Physical
Psychological
“Space Invaders Obsession”, solitary, Philip Zimbardo and Carl Rogers
Zimbardo and Rogers’ Stance
Zimbardo—”… the video games that are proving so addictive to young people may not only be socially isolating but may actually encourage violence between people.”
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