Positive Effects Of Entertainment Essay

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In: Rene Jacquart (Ed.) Building the Information Society. © IFIP, Kluwer Academic Press, 2004, pp. 51-58



Matthias Rauterberg
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Some positive aspects of playing can promote literacy, thinking, reflecting and creativity [16] [31]. General development: Games require the use of logic, memory, problem solving and critical thinking skills, visualization and discovery [34]. Their use requires that players manipulate objects using electronic tools and develop an understanding of the game as a complex system. Play is an effective teaching strategy both inside and outside school. According to Goldstein “more than 40 studies concludes that play enhances early development by at least 33%” [36]. Play with games and toys are an important part of child development to acquire a variety of skills for life, such as motor-coordination, social and cognitive skills [15]. As societies become increasingly concerned about the physical and psychological well-being of children, the value of playing and learning is getting crucial [22]. Players can progress from newcomer to expert, in particular in belonging to a social system [11]. Teaching: If computer games are to become part of educational settings, it is crucial to question existing stereotypes and to ensure that the culture of games players in education conforms to neither [13]. It is teachers’ stereotypes that resist change and not people; therefore, by interrogating conceptions of these stereotypes it is possible to avoid …show more content…
& Raessens, J. (2004, in press). Handbook of computer game studies. Cambridge, MA: MIT Press. [16] Hartung, P. J. (2002). Development through work and play. Journal of Vocational Behavior, Vol. 61, pp. 424-438. [17] Johnson, D. W., Maruyama, G., Johnson, R.T., Nelson, D., & Skon, L. (1981). Effects of co-operative, competitive and individualistic goal structures on achievement: A metaanalysis. Psychological Bulletin, Vol. 89, pp. 47-62. [18] Kerlin, B A. (1992). Cognitive engagement style – self regulated learning and cooperative learning. Retrieved April 27, 2004 from http://kerlins.net/bobbi/research/myresearch/srl/ [19] Klein, J., Moon, Y. & Picard, R. (2002). This computer responds to frustration: theory, design, results and implications. Interacting with Computers, Vol. 14, pp. 119-140. [20] Mares, M.-L. (1996). Positive effects of television on social behavior: a meta analysis. Report Series No. 3, The Annenberg Public Policy Center, Pennsylvania, USA. [21] Nakatsu, R. & Hoshino, J. (2003; eds.). Entertainment computing-technologies and applications. Kluwer Academic Press. [22] National Science Foundation (2001). The application and implications of information technologies in the home: where are the data and what do they say? Report No. NSF 01313, Division of Science Resources Studies, USA. [23] No author (2003). Therapeutic robot. AIST Today International Edition, No. 9, pp. 2-3. [24] Pek, Z. (2003). What is entertainment technology? A short

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