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Tuesday, August 19, 2008

Psychologists on videogame impacts

A series of studies about videogames presented at the just-ended American Psychological Association convention pointed to more positive than negatives. According to an article in the Hartford Courant, researchers suggested that "video games can be powerful learning tools - from increasing the problem solving potential of younger students to improving the suturing skills of laparoscopic surgeons. One study even looked at whether playing "World of Warcraft," the world's biggest multiplayer online game, can improve scientific thinking." A Wired blog on the findings cited one presenter as saying, "The single-best predictor of [a surgeon's] skills is how much they had played video games in the past and how much they played now." It also said gamers of different ages approach videogames differently. For example, younger gamers focus more on planning and problem-solving, while teens focus more on the "here and now." Here's more in-depth coverage from the psychologists at PsychCentral.com. Meanwhile, the Nintendo Wii is still the top-selling game console. Nintendo sold 555,000 Wii systems last month, compared to PlayStation 3's 224,900 units and Microsoft Xbox 360's 204,800, USATODAY reports. Here's the ESRB on "what parents need to know about videogames," courtesy of the Lynchburg (Va.) News & Advance.

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Thursday, September 06, 2007

Videogamers & the 'game of life'

Parents of gamers (and gamer parents) might be interested in a thoughtful piece in the Ottawa Citizen by education technology Prof. Constance Steinkuehler at the University of Wisconsin-Madison. Referring to the perception gaps between gamers and politicians and between gamers and people over 35, Professor Steinkuehler cites Pew Internet statistics ("more than eight out of every 10 kids in America have a game console in the home and over half have two or more") indicating that we might want to bridge this divide that she straddles. "I talk to parents, teachers, librarians and other professors about the social and intellectual value of gameplay. And I talk to game players and designers about why education is important and how research on learning might have something important to say about how games are designed and experienced." Here are the intellectual practices gaming involves which she studies: "collaborative problem solving, reading and writing practices that use highly specialized language, scientific habits of mind such as hypothesis testing and revision, skills in information and communication technology (IT literacy), and argumentation." Steinkuehler says that "such practices are the mainstay of online gameplay. Together, they form that 21st-century skill set so crucial to democratic success." She also talks about online games as "third places" or useful "hangouts" (see "Digital hangouts" posted in this blog Monday). And speaking of videogames, the Washington Post just profiled "the new face of videogames" on Capitol Hill, Michael Gallagher, the Entertainment Software Association's new president, who keeps a Nintendo DS in his suit coat pocket.

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