Abstract
Gaming, especially online multiplayer games have become an industry giant, rivaling movies and video for entertainment dollars. Billions of dollars are spent by gamers, who often engage for hours at a time in online multiplayer gaming environments rich in high definition video and theater quality audio. As educators, we can ill afford to dismiss the impact gaming might have on our society, as gamers are in our classrooms as learners and teachers. The chapter sheds light on gaming, the impact gaming has on learning and provides some ideas of how to take advantage of the motivation and benefits may offer when integrated into classroom learning.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, … Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological bulletin, 136(2), 151.
Bavelier, D., Green, S., Han, D., Renshaw, P., Merzenich, M., & Gentile, D. (2011). Brains on video games. Nature Reviews. Neuroscience, 12(12), 763–768.
Blizzard Entertainment Inc. (2013). Beginner’s guide – Game guide – World of warcraft. Retrieved from http://us.battle.net/wow/en/game/guide/
Crecente, G. (2010). Checking out Shogun 2: Total War’s flexible ai in action. Gawker Media. Retrieved from http://kotaku.com/5628687/checking-out-shogun-2-total-wars-flexible-ai-in-action
Dai, D. Y., & Wind, A. P. (2011). Computer games and opportunity to learn: Implications from low socioeconomic backgrounds. In S. Tobias & J. D. Fletcher (Eds.), Computer games and instruction (pp. 477–500). Charlotte, NC: IAP.
Department of Defense (2013a). America’s Army. Retrieved from http://www.americasarmy.com/
Department of Defense (2013b). America’s Army fact sheet. Retrieved from http://www.americasarmy.com/assets/americas_army_fact_sheet.doc
Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2006). Excessive computer game playing: Evidence for addiction and aggression? CyberPsychology & Behavior, 10(2), 290–292.
Hasan, Y., Bègue, L., & Bushman, B. J. (2012). Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression. Journal of Experimental Social Psychology, 48(4), 953–956.
Heick, T. (2013). 6 video games to use in your classroom tomorrow. Edudemic. Retrieved from http://www.edudemic.com/2012/01/6-video-games-to-use-tomorrow-in-your-classroom/
Hybrid Learning Systems (2013). PeaceMaker Home: PeaceMaker – Play the news, solve the puzzle. Retrieved from http://www.peacemakergame.com/
Karmali, L., (2012). Skyrim Dragonborn DLC hitting PS3 and pc in 2013. IGN Entertainment, Inc. Retrieved from http://www.ign.com/articles/2012/12/03/skyrim-dragonborn-dlc-hitting-ps3-and-pc-in-2013
Kickstarter Inc. (2013). What is Kickstarter? Retrieved from http://www.kickstarter.com
Kirkley, J. R., Duffy, T. M., Kirkley, S. E., & Kremer, D. L. H. (2011). Implications of constructivism for the design and use of serious games. In S. Tobias & J. D. Fletcher (Eds.), Computer games and instruction (pp. 371–394). Charlotte, NC: IAP.
Kirschner, P. A., Sweller, J., & Clark, R. E. (2006). Why minimal guidance during instruction does not work: An analysis of the failure of constructivist, discovery, problem-based, experiential, and inquiry-based teaching. Educational Psychologist, 41, 75–76.
Kitana Media Network (2013). Next-Gen gaming blog. Retrieved from http://nextgengamingblog.com/
Klahr, D., & Nigam, M. (2004). The equivalence of learning paths in early science instruction. Psychological Science, 15(10), 661–667.
Linden Research Inc. (2013a). Second Life. Retrieved from http://secondlife.com
Linden Research Inc. (2013b). USC Marshall School of Business. Second Life. Retrieved from http://secondlife.com/destination/679
Mayer, R. E. (2004). Should there be a three-strikes rule against pure discovery learning? The case for guided methods of instruction. American Psychologist, 59, 14–19.
Microsoft. (2013). Xbox Live Gold – Xbox.com. Retrieved from http://www.xbox.com/en-US/live
MIT STEP. (2013). StarLogo TNG. Massachusetts Institute of Technology: Scheller Teacher Education Program Retrieved from http://education.mit.edu/projects/starlogo-tng
MrNussbaum.Com (2013). Mr. N’s math slalom – A 3 D math skiing game for kids. Retrieved from http://mrnussbaum.com/slalom/
MTVU (2013). Darfur Is Dying – Play mtvU’s Darfur refugee game for change. Retrieved from http://www.darfurisdying.com/aboutgame.html
Online Gamers Anonymous. (2013). Retrieved from http://www.olganon.org/
Resnick, M. (2004). Edutainment? No thanks. I prefer playful learning. Associazione Civita Report on Edutainment, 14.
Sim, T., Gentile, D. A., Bricolo, F., Serpelloni, G., & Gulamoydeen, F. (2012). A conceptual review of research on the pathological use of computers, video games and the Internet. International Journal of Mental Health Addiction, 10(5), 748–769.
Simons, K. (2012). Magicians: A language learning rpg. Retrieved from http://www.kickstarter.com/projects/1858774754/magicians-a-language-learning-rpg?ref=live
Sliwinski, A. (2012). Halo 4 made $220 million day one, on track to $300 million in first week. AOL Inc. Retrieved from http://www.joystiq.com/2012/11/12/halo-4-made-220-million-day-one-on-track-to-300-million-in-fi/
Ta, S. (2013) ‘Final Fantasy XV’ similarities and differences with previous titles discussed. Retrieved from Video Game News Examiner. http://www.examiner.com/article/final-fantasy-xv-similarities-and-differences-with-previous-titles-discussed
The Economist Newspaper Limited. (2013). Is it curtains for video-game consoles? The Economist explains: Questions answered daily. Retrieved from http://www.economist.com/blogs/economist-explains/2013/05/economist-explains-17
Tobias, S., & Fletcher, J. D. (2012). Reflections on “a review of trends in serious gaming”. Review of Educational Research, 82(2), 233–237.
Young, S. (2013). World of Classcraft. Retrieved from http://worldofclasscraft.com/rules/
Young, M.F., Slota, S.T., Cutter, A.B., Jalette, G, Mullin, G., Lai, B., … Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89.
Young, M. F., Slota, S. T., & Lai, B. (2012). Comments on “reflections on ‘a review of trends in serious gaming’”. Review of Educational Research, 82(3), 296–299.
Yousafzai, S., Hussain, Z., & Griffiths, M. (2013). Social responsibility in online video gaming: What should the videogame industry do?. Addiction Research & Theory, 1–5.
ZeniMax Media Inc. (2013a). Bethesda blog. Retrieved from http://www.bethblog.com/
ZeniMax Media Inc. (2013b). Welcome page. The Skyrim blog. Retrieved from http://theskyrimblog.ning.com/
Zynga Inc. (2013a). About Zynga. Retrieved from http://company.zynga.com/about
Zynga Inc. (2013b). Welcome to Zynga. Retrieved from http://www.zynga.org/initiatives/haiti.php
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer Science+Business Media New York
About this chapter
Cite this chapter
Blocher, J.M. (2015). Gaming. In: Papa, R. (eds) Media Rich Instruction. Springer, Cham. https://doi.org/10.1007/978-3-319-00152-4_14
Download citation
DOI: https://doi.org/10.1007/978-3-319-00152-4_14
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-00151-7
Online ISBN: 978-3-319-00152-4
eBook Packages: Humanities, Social Sciences and LawEducation (R0)