- Author:
Myeong Hwan Kim
- E-mail:
myeonghwan.kim@pfw.edu
- Institution:
Purdue University Fort Wayne
- Author:
Sang Hyun Han
- E-mail:
hantrade@nsu.ac.kr
- Institution:
Namseoul University
- Author:
Yongseung Han
- E-mail:
yongseung.han@ung.edu
- Institution:
University of North Georgia
- Year of publication:
2018
- Source:
Show
- Pages:
182-192
- DOI Address:
https://doi.org/10.15804/tner.2018.54.4.15
- PDF:
tner/201804/tner5415.pdf
Video games have been around for more than four decades. The purpose of video games is to entertain. Over time, the ways in which video games entertain have changed. Recently, there has been an influx of video games with the intent to educate. These games were created to educate the player while keeping them entertained. The impact of video games on education has yet to be examined. The purpose of this study is to gauge the effect of video games and its correlation with college entrance-exam scores. We assert that one major variable affecting the outcome of education and college entrance-exam score is the sudden prominence of video games in the American culture. Thus, our research will be on the effects that video games have on education, whether positive or negative.
- Author:
Damian Gałuszka
- Year of publication:
2016
- Source:
Show
- Pages:
197-216
- DOI Address:
https://doi.org/10.15804/kie.2016.01.11
- PDF:
kie/111/kie11111.pdf
Video games are an important part of contemporary culture and economy, since the number of video game users is constantly increasing, part of that group consists of children. Socialization of young gamers largely takes place in the family. The purpose of this article is to present the conclusions brought by the research on role of video games in the life of the modern family. The study focuses in particular on the issue of technological and cultural competence of children and parents. The research was conducted employing quantitative and qualitative methods a questionnaire survey and interview. Some worrying phenomena has become noticeable within the pool of twenty four surveyed families, especially in terms of: shortcomings in the cultural and technological competence of parents, insufficient level of parental control, limited communication between parents and children or the lack of support from the school. This article is an attempt to deepen the analysis of impact that video games have on the family environment. The mentioned issue is particularly important in the perspective of growing prevalence of this medium and its specificity significantly different from older media.