VIDEO GAMES AND
The biggest ongoing discussion about video games
is whether or not violent video games produce
violent
behavior in children who play them.
A study done by Children Now in 2001 found that
the content among the Top-10 best-selling video 
games:
89% contained some form of violence, half of which
resulted
in damage to a character
79% of E-rated games contained some form of
violence
·
lacked gender and ethnic diversity
Violent video games can:
·
Lead to antisocial behavior in children
·
Lead to poor academic performance
·
Lead to delinquency
·
Reinforce racist or sexist stereotypes
·
Desensitize children to violent acts
·
Teach children that using violence is an
appropriate way to solve
problems
·
Allow players to become emotionally
involved with their
character and take
joy in violence
·
Allow players to commit violent acts
·
Allow players to receive constant and
immediate reinforcement
for aggressive
performance, either
visual or auditory
stimulation
·
Act as a training ground to learn aggressive
behavior
Video games play on the user’s emotions. Scientists are worried that this may
stimulate the brain’s right lobe, which does emotion processing, without
stimulating the left lobe, which is more rational and puts things into context. This may be the answer to why violent video
games can be correlated with aggressive behavior. Researchers have found, the more realistic the game is, the
stronger the negative impact.
In addition to the negative aspect of video games
being violent, they can also be quite addictive. In this new age of technology, children are spending much more
time playing video games and watching television. The immediate reinforcement children get when playing video games
allows them to become addicted more quickly than with other activities where
the rewards may come later.
Some scientists argue that video games can have a
positive influence on children, and that they have great potential in being
useful in getting people to learn and think about things.
Positives:
·
Players actively co-create the worlds of games by
the decisions they make
·
Games can be open-ended and allow for creativity
and individualism
·
Players are so caught up in playing, they may be
learning things without realizing it
·
A game can allow the player to see that events can
happen differently and for a variety of complicated and interconnected reasons
·
Games relate verbal information to both visual
images and actions
·
Games reward exploration, nonlinear thinking, and
rethinking goals from time to time
·
Games allow a sense of control and flexibility,
that is sometimes absent in real life
James Paul Gee, and education professor at The
University of Wisconsin-Madison, has written a book What Video Games Have to
Teach us About Learning and Literacy, in which he discusses 36 important
learning principles that are built into good video games.
They include:
·
Active Critical Learning Principle- aspects of
learning environment are set up to encourage active learning
·
Design Principle- learning about and appreciating
design
·
Semiotic Principle- learning about and
appreciating interrelations across multiple sign systems (images, words,
actions…)
·
Semiotic Domains Principle- learning involves
mastering semiotic domains and being able to participate in the groups
connected to them
·
Metalevel Thinking About Semiotic Domains
Principle- learning involves active and critical thinking about the
relationships of the semiotic domain
·
“Pyschosocial Moratorium” Principle- learners can
take risks in a situation where real-world consequences are lowered
·
Committed Learning Principle- learners participate
in an extended engagement
·
Identity Principle- involves taking on and playing
with identities
·
Self-Knowledge Principle- learners learn not only
about the domain but about themselves
·
Amplification of Input Principle- for a little
input, learners get a lot of output
·
Achievement Principle- intrinsic rewards for
learners at all levels
·
Practice Principle- learners get practice in
context where it is not boring
·
Ongoing Learning Principle- there are cycles of
new learning, automatization, undoing automatization, and new reorganized
automatization
·
“Regime of Competence” Principle
·
Probing Principle
·
Multiple Routes Principle- there are multiple ways
to move ahead
·
Situated Meaning Principle- meanings of signs are
situated in embodied experience
·
Text Principle- texts are not understood purely
verbally
·
Intertextual Principle- understands a text as
being part of a group of texts (genre)
·
Multimodal Principle- meaning and knowledge built
up through many modalities
·
“Material Intelligence” Principle- thinking,
problem solving, and knowledge “stored” in material objects in environment
·
Intuitive Knowledge Principle- not just verbal and
conscious knowledge rewarded
·
Subset Principle
·
Incremental Principle
·
Concentrated Sample Principle- learner sees many
more instances of fundamental signs and actions
·
Bottom-up Basic Skills Principle- basic skills are
not learned in isolation or out of context
·
Explicit Information On-Demand and Just-In-Time
Principle
·
Discovery Principle
·
Transfer Principle
·
Cultural Models About the World Principle-
learning without degeneration of identities, abilities or social affiliations
·
Cultural Models About Semiotic Domains Principle
·
Distributed Principle- knowledge and meaning are
distributed across learner, objects, tools, symbols, and environment
·
Dispersed Principle- learner shares knowledge with
others outside the domain
·
Affinity Group Principle- learners constitute an “affinity
group”
·
Insider Principle- learner is an “insider” and
able to customize the learning experience