These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
"The Unintended Consequences of Beating Users with Carrot Sticks: Radical Thoughts on Security Reform" Presentation by
Benjamin Tomhave at OWASP 2010 AppSec DC Cofnerence. Uploading here for non-mac users. (http://www.owasp.org/index.php/The_Unintended_Consequences_of_Beating_Users_with_Carrot_Sticks:_Radical_Thoughts_on_Security_Reform)
Reaching teens through Social Media recaps some statistics about the teen demographic and social media, share the "10 Truths about Millennials" and finishes up with "10 Rules on Engaging Teens".
In September 2017, I was selected by honorable faculty of North South University, Mr. Md Anwar to lead the effort to pursue research on "The Effects of Video Game on Personality". During this research, I had selected research questions, hypothesis, methodology and conducted a survey as well. After representing and analyzing data, I had produced recommendations.
Changing the Way We Think About Addictions and YouthJulie Hynes
Focus on the Future panel - Olympia, WA, 4/26/17.
Julie Hynes, Cam Adair, Roger Fernandes
Conference sponsored by Evergreen Council on Problem Gambling and TOGETHER
La fiabilidad de Google en la búsqueda de información sobre seguridad del paciente. En: XII Jornadas Nacionales de Información y Documentación en Ciencias de la Salud (Zaragoza, 24-26 de octubre de 2007).
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
"The Unintended Consequences of Beating Users with Carrot Sticks: Radical Thoughts on Security Reform" Presentation by
Benjamin Tomhave at OWASP 2010 AppSec DC Cofnerence. Uploading here for non-mac users. (http://www.owasp.org/index.php/The_Unintended_Consequences_of_Beating_Users_with_Carrot_Sticks:_Radical_Thoughts_on_Security_Reform)
Reaching teens through Social Media recaps some statistics about the teen demographic and social media, share the "10 Truths about Millennials" and finishes up with "10 Rules on Engaging Teens".
In September 2017, I was selected by honorable faculty of North South University, Mr. Md Anwar to lead the effort to pursue research on "The Effects of Video Game on Personality". During this research, I had selected research questions, hypothesis, methodology and conducted a survey as well. After representing and analyzing data, I had produced recommendations.
Changing the Way We Think About Addictions and YouthJulie Hynes
Focus on the Future panel - Olympia, WA, 4/26/17.
Julie Hynes, Cam Adair, Roger Fernandes
Conference sponsored by Evergreen Council on Problem Gambling and TOGETHER
La fiabilidad de Google en la búsqueda de información sobre seguridad del paciente. En: XII Jornadas Nacionales de Información y Documentación en Ciencias de la Salud (Zaragoza, 24-26 de octubre de 2007).
Responsive Web Design presents new challenge for content strategists: determining what content is presented and in what format. While each site and situation is unique, it's clear that your content needs to be tailored specifically to your audience's needs.
In this session, I discuss twenty tips for writing targeting, persuasive content for your audiences and look at examples from current web sites to help develop best practices for your organization.
In de jaren zestig verveelt prinses Paola zich.
Om de tijd te doden wil ze leren schilderen. Hiervoor klopt ze aan bij kunstenares Eliza Klopfenstein. Al na enkele luttele lessen houdt Paola het voor bekeken. Veel doorzettingsvermogen heeft ze niet. Bovendien laat ze vaak duidelijk blijken dat iets haar niet interesseert. Er zijn voldoende foto’s van Paola die openlijk geeuwt of ongegeneerd wegkijkt. Vreemd voor een dame van Italiaanse adel. En aan tafel doet ze haar schoenen uit. Later vindt ze die niet meer terug.
Paola heeft in de jaren zestig ook belangstelling voor Magritte. Volgens diens biograaf Jacques Roisin werd de prinses wel vlakaf afgewezen door de beroemde schilder . ‘Paola kwam op bezoek bij Magritte, vergezeld door een medewerker van het Hof. De prinses wilde een portret, gemaakt door Magritte. Maar voor hem betekende dit niets. Hij noemde een astronomisch hoog bedrag voor de opdracht. Magritte zei: “Het is te nemen of te laten”. Later kwam de secretaris van Paola meerdere malen terug om de prijs te verlagen. Magritte gaf geen duimbreed toe. Hij wilde de opdracht niet eens. “Ik wil niet discussiëren over mijn prijzen”. Je mag niet vergeten dat Magritte toen heel beroemd was.’ De kunstenaar heeft ze volgens Roisin letterlijk te kakken gezet.
Magritte overleed op 15 augustus 1967. Hij schilderde – voor zover bekend – geen portret van Paola.
10 errores a evitar en tu reputación onlineVíctor Puig
Prevenciones y buenas prácticas a tener en cuenta en ORM (Online Reputation Management, o Gestión d ela Reputación Online). Una charla para Congreso Web 2013 (Zaragoza)
Leveraging social media for special eventsAmber Recker
Social media has quickly become an essential tool for nonprofit communications and promotion. At this month’s program you will learn how to effectively promote your special event through social media to get the word out, get more supporters in attendance and obtain more sponsorship dollars through higher visibility for event sponsors. Amber Recker from Cancer Services of Northeast Indiana will share her secrets for leveraging Facebook, Twitter, Eventbrite and other social platforms to create great promotion for special events.
Amber Recker has been in Marketing for 6 years, working specifically with social media for two. When she joined Cancer Services in 2010, she implemented a social media plan to mesh with the agency's marketing strategy. Within weeks, she launched a blog, an e-newsletter, a Facebook page and established an engaging Twitter presence. Since then, she has paved the way for other non-profit organizations to embrace social media by hosting a monthly luncheon addressing important social media topics. She also manages social media content on Facebook and Twitter for Young Leaders of Northeast Indiana, Bust A Move hosted by the Fort Wayne Derby Girls, Fort Wayne Derby Girls, Rotary Fort Wayne, Women United, fiveonfive magazine and Contagious Community.
Currently, she serves as VP of Communications for YLNI and Vice President of Anthony Wayne Rotary. She is a member of Women United and a steering committee member for the YWCA’s Circle of Women.
SxSW is one of the top communications trend events in the world.
If you are attending this year's SXSW-i, read our guidebook to learn all you need to know about the conference, prepared by our veteran SXSWi attendees in North America - Stephanie Agresta, Laura Chavoen and Mark McClennan.
Follow our conversations on the subject on Twitter with the hashtag #MSLGROUPSX and connect with us @msl_group for any feedback.
Het gebeurt niet elke dag maar ik kreeg vorige week een telefoontje van een journalist die aanwezig was op het staatsbezoek van koning Filip aan Nederland.
De persoon in kwestie vertelde me dat hij het gedrag van de koning vreemd vond. ‘Bij het bezoek van Filip en Mathilde aan Japan heb ik de koning diverse keren aangesproken. Ik heb me (opnieuw, td) voorgesteld en ik had op het einde zelfs een exclusief gesprek van een kwartier met de vorst.’
De journalist is al diverse malen meegegaan met de koning en was al aanwezig op de prinselijke handelsmissies.
‘Tijdens het bezoek aan Nederland kwam Filip naar me toe en vroeg me (opnieuw, td) om me voor te stellen. Je moet weten dat we ook naamkaartjes droegen. De koning vertelde me dat hij me niet kende en vroeg me nog eens mijn naam en voor welke krant ik schreef.’
De journalist wist uiteraard niet wat er gebeurde en vraagt zich af of de vorst geen probleem heeft. ‘Heeft hij een probleem om gezichten te herkennen?’, vraag de persoon zich af.
Dat incident staat evenwel niet afzonderlijk. Tijdens handelsmissies ergerden Vlaamse bedrijfsleiders zich al aan het feit dat de prins geen interesse voor hen betoont. Zo wist hij bijvoorbeeld duidelijk niet dat Joachim Coens de voorzitter van de haven van Zeebrugge was, terwijl hij met hem stond te praten.
Een zakenman die voor de zesde keer (!) aan een prinselijke handelsmissie deelneemt, zei dat de prins tijdens de informele ontmoetingen voor de zesde keer op rij zei: ‘Ik ken u. Wat doet u’. Bij anderen, die uitlegden wat hun bedrijf deed, stelde hij de vraag ‘”Wat doet u?” nadat ze hun activiteiten net hadden toegelicht.’
De vraag die zich stelt of dit werkelijk een gebrek aan interesse is of indien er iets aan de hand is met de koning. Het is in elk geval geen pluspunt voor de vorst.
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
Bridging the Boomer/Gamer Knowledge Gap in the LibraryKarl Kapp
This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
Inspiring girls through games and coding: A hands-on exploration Julie Evans
Inspiring girls through games and coding: A hands-on exploration
Kari Stubbs, BrainPOP and Julie Evans, Project Tomorrow
UNESCO Mobile Learning Week 2015
Paris, France
February 23, 2015
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
Tamer Fakhouri, MD, of the Yale School of Medicine Play2PREVENT Lab provides an overview of the PlayForward game, including a description of the basic game mechanics, the research basis for its design (youth clinical trial) and future implications for the design and engineering of games for health. Presented at YTH Live 2014 session "Advancing Data Collection Methods."
On the relation between learning, teaching, science and games. Presentation for the course on simulation in medical pedagogy at Paris Descartes university.
TRACK 8(1) | DAY 2 - 3 OCT 2017
Elena Bertozzi, Associate Professor of Quinnipiac University (USA) and Aparna Sridhar, Assistant
Games for Health Europe 2017
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
The French Revolution Class 9 Study Material pdf free download
MADLat 2014 keynote
1. Generations, Games,
& Education
Myths and Facts About the Potential of DGBL
Richard Van Eck, 2014
University of North Dakota
richard.vaneck@und.edu
@rickvaneck
5. Amount of laparoscopic
experience?
Amount of action video
game play.
Years of surgical
training?
Rosser, J. C. Jr., Lynch, P.J., Cuddihy, L., Gentile, D. A.,
Klonsky,J., & Merrell, R. (2007). The impact of video games on
training surgeons in the 21st century. Archives ofSurgery, 142,
181-186.
Laparoscopic
Skill Predictors
6. Tetris Builds Brains
• Three months of
practice
• Increase in cortical
thickness and function
• Whose brains are we
changing?
9. What They Say
About Boomers
• Trust authority
• Work your way up and
earn respect over time
• Comfortable working on
own without guidance or
contact
• No work-life balance
• Low-moderate users of
technology
10. • Mistrust authority
• Worry if called in by boss
• Should benefit from
productivity and skills
• Take direction, but want
autonomy to do it on their
own
• Live to work
• Moderate users of
technology
What They Say
About Gen X
11. • Don’t recognize authority
• Worry if NOT called by boss
• TEXT boss with questions…at
2AM
• Expect to start at top
• This is their first job
• Starting later than previous
generations
• Work to fund lifestyle
• Want constant feedback
• Tech-dependent
What They Say
About Gen Y
12. Gen Y
•Tech-dependent, not tech savvy
•“Entitlement” is really big expectations
•Most giving generation
•Altruistic, charitable, social justice
•Great work ethic…
•…if you SHOW them how to get there
•Texts are considerate
•Phone calls are an invasion of privacy
13. Mis-Genceptions
•There are differences but…
• …they have as much to do with geography as
age.
• Town size, rural vs. urban, economy, etc.
• Regions have cultural homogeneity that
determines how you are raised
14. Low Tech, Hands-On to High Tech, IsolationConcrete to AbstractGemeinschaft to GesellschaftRural to UrbanCommunity to Society
Greenfield, P. M. (2009). Linking social change and developmental change: Shifting pathways
of human development. Developmental Psychology, 45(2), pp. 401–418. DOI: 10.1037/a0014726
As the
world
shifts
from:
It ALSO
shifts
from:
How Do We Explain It?
15. Greenfield, P. M. (2009). Linking social change and developmental change: Shifting pathways of
human development. Developmental Psychology, 45(2), pp. 401–418. DOI: 10.1037/a0014726
Effects
Profound
16. Explains Why:
• Games predict
laparoscopic skill
• IQ scores improve
• Tetris builds brain
• ATC students
become more FI
• Kids do better on this
test
18. Generation
Games?
• 60% of Americans play
video games
• All generations play video
games
• Twice as many adult
women play games as
boys under 18
• Women purchase half of
all games; make up 48%
of all gamers
19. Games & Gen Y/X
Generation/Characteristic Game Analog
Boomers
Work on own without guidance Solo play
Start at the bottom and work your way up You start with nothing
Gen X
Tell me what to do and let me do it Self-paced game-play; Multiple play styles
I should benefit from my productivity and skills Advancement is based on skill
Don’t trust authority—want consistent feedback
and rules
Rules do not change
Gen Y
Expect constant feedback Immediate and frequent feedback
Entitlement = Big Expectations
Unlimited potential for advancement if you
follow the path; Heroic quests/Bosses
21. ARGs
• Alternate Reality Games
• Game world layered on
top of real world
• Rabbit Hole
• Examples
• Reality Is Broken
• I Love Bees
• World Without Oil
• Music Theory
Copyright March.Hare0401@gmail.com
22. COTS
DGBL
• Commercial Off-the-Shelf
DGBL
• Mapping entertainment games
to learning outcomes
• Examples
• Deadliest Catch
• Sim City
• GTA
Copyright March.Hare0401@gmail.com
23. Serious
Games
• Building games from the
ground up
• Re-Mission
• Project Selene
• Triad Interactive Media
Copyright March.Hare0401@gmail.com
26. The Top 10 List
Reasons People Say We Cannot Use
Games for Learning
27. # 10: “We can’tcom pete with commercial
games”
• Average cost for AAA
Multiplayer game: $23M
• What’s the competition?
• The bar is low!
• Not all DGBL requires
making games
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
28. # 9: “There’s no evidence that games can
teach” • Unless you’re worried about a
zombie apocalypse!
• Games beat lectures
• 7%-40% percent
• Can turn “Fs” into “Bs”
• Games teach many things
• spelling, reading, mathematics,
physics, health, biology, computer
science, spatial visualization,
divided attention, surgical skills,
and knowledge mapping*
• Results are not uniform
• Wrong question
*See Tobias and Fletcher, 2011; O'Neil, Wainess, &
Baker, 2005; Hays, 2005; Randel, Morris, Wetzle, &
Whitehead, 1992; Vogel,.Vogel, Cannon-Bowers,
Bowers, Muse, & Wright, 2006
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
29. # 8: “School’s abou t more than Motivation
and Fun”
• True
• Not all learning has to be fun
• Does that mean it has to be
painful?
• Motivation ≠ fun
• Perserverance
• #1 motivator?
• $
• Gamers and motivation
• 10:1 failure:success Ratio
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
30. # 7: “Serious games are boring”
• “IDers suck the fun out of
games”
• Edutainment & Shavian
Reversals
• Bad ID sucks the fun out
of any learning
• Gagne’s Nine Events in
every game
Marc Prensky
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
31. # 6: “It’s not practi cal to use DGBL for all
students and subjects”
• True
• Hasn’t stopped us from
using LECTURES and
POWERPOINTS for all
students and subjects!
• False argument
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
32. # 5: “Games promote isolation”
• False
• 62% of game players play
with others
• MMOs are played by the
most people
• 400M worldwide
• 50M USA
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
Families with
children under 18:
33. # 4: “Games are addi ctive”
• True*
• 7%-9% of video gamers are
addicted
• < 1% became addicted
THROUGH gameplay
• 84% start and stay
• Impulsivity/emotional
regulation predict
• Gambling: 7%
• Alcohol: 8%
* Gentile, D., Hyekyung, C., Liau, A., Sim, T., & Li, D. (2011). Pathological Video Game Use Among Youths: A
Two-Year Longitudinal Study. Pediatrics. doi:10.1542/peds.2010-1353
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
34. # 3: “Games model and promote unethical
behavior”
• True (in some cases)
• GTA
• No predictive value
• Generations
• Where you live and how
you were raised are more
important
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
35. • Not all equally moral or ethical
• Practice makes perfect
• Examples & non-examples
Haveyoufoundtherestofthestory?vaneckconsulting@gmail.com
# 3: “Games model and promote unethical
behavior”
36. • Games (with violence) can
also promote ethics and
morality
• Hunger Games
• Heavy Rain
• Fallout 3
• Bob DeSchutter
• http://tinyurl.com/VanEckGa
meEthics
# 3: “Games model and promote unethical
behavior”
37. # 2: “There’s too much
violence in games”
• Maybe
• Violence and behavior
• 18 studies show a connection
between violent games and
aggression
• 3o% of the studies are by the
same authors
• And yet…
• 65% of the top-selling games
are NOT rated M
• 12% of all games are rated M
• Not all GBL is commercial
38.
39. • Aggression vs.
violence
• Self-report, not
behavioral
• Hitman study
• Driving study
• Cooperative play
study
# 2: “There’s too much
violence in games”
40. #1: “Not Enough Research”
•True
•Too many media comparison studies
•No control for ID
•Unanswered questions
• Problem-solving validation; violence and
cooperative play; resilience; ethical/moral
development; cultural factors
41. •And yet…
•Many things we do know about
how games can help
•What we are doing is not
working
#1: “Not Enough Research”