Adolescent video game addiction: issues for the classroom
- Publisher: OECD Publishing
In the popular press, most of the reported effects of video games appear to centre upon the alleged negative consequences such as increased aggression, medical consequences of excessive play, and addiction. Although in extreme cases, video game playing can be addictive, there are many benefts that children and adolescents can get from playing video games. These can be educational, social, and/or therapeutic. This paper examines various issues about the use of video games in the classroom. This includes reasons as to why video games may be useful in educational contexts, the factors that a teacher should evaluate when choosing an educational video game to be used in a classroom situation, and some practical advice and guidance for teachers about video game playing (particularly in the context of reducing excessive video game play). It is concluded that video games have great educational potential in addition to their entertainment value and may possess advantages not present in other learning strategies.
views in local repository
downloads in local repository
The information is available from the following content providers: