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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process ...

  3. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...

  4. Video game addiction - Wikipedia

    en.wikipedia.org/wiki/Video_game_addiction

    Video game addiction has been studied since the 1980s, and has seen a significant increase in the number of empirical studies since then. The press has reported concerns over online gaming since at least 1994, when Wired mentioned a college student who was playing a MUD game for 12 hours a day instead of attending class.

  5. Frustration–aggression hypothesis - Wikipedia

    en.wikipedia.org/wiki/Frustration–aggression...

    The frustration–aggression hypothesis, also known as the frustration–aggression–displacement theory, is a theory of aggression proposed by John Dollard, Neal Miller, Leonard Doob, Orval Mowrer, and Robert Sears in 1939, [1] and further developed by Neal Miller in 1941 [2] and Leonard Berkowitz in 1989. [3] The theory says that aggression ...

  6. Violence and video games - Wikipedia

    en.wikipedia.org/wiki/Violence_and_video_games

    Studies have shown no connection between video games and violent behavior. The American Psychological Association states that while there is a well-established link between violent video games and aggressive behaviors, attributing acts of violence to violent video gaming "is not scientifically sound."

  7. Educational entertainment - Wikipedia

    en.wikipedia.org/wiki/Educational_entertainment

    Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. [citation needed] According to Paraskeva (2010), at least 68% of American households play video games.

  8. Effects of violence in mass media - Wikipedia

    en.wikipedia.org/wiki/Effects_of_violence_in...

    Effects of violence in mass media. The study of violence in mass media analyzes the degree of correlation between themes of violence in media sources (particularly violence in video games, television and films) with real-world aggression and violence over time. Many social scientists support the correlation, [1] [2] [3] however, some scholars ...

  9. Video game culture - Wikipedia

    en.wikipedia.org/wiki/Video_game_culture

    Development. v. t. e. Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adults.