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Sean McHugh

Teens, Technology and Friendships | Pew Research Center - 1 views

  • Social media and online gameplay are the most common digital venues for meeting friends
  • Along with texting, teens are incorporating a number of other devices, communication platforms and online venues into their interactions with friends
    • Sean McHugh
       
      The overlap between socialising within a gaming context and within the context of platforms like Facebook is an interesting one... Teen use of social media has many parallels with MMORPGs, I wonder how the time spent on these platforms compares... I'd bet the girls spend as much, if not more time on social media than the boys do, even combined with their gaming time.
  • Video games play a critical role in the development and maintenance of boys’ friendships
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  • Playing video games is not necessarily a solitary activity; teens frequently play video games with others.
  • video gameplay, particularly over online networks, is an important activity through which boys form and maintain friendships with others:
  • 38% of all teen boys share their gaming handle as one of the first three pieces of information exchanged when they meet someone they would like to be friends with
  • 78% of teen online gamers say when they play games online it makes them feel more connected to friends they already know
  • Some 76% of teens ages 13 to 17 use social media
  • Social media helps teens feel more connected to their friends’ feelings and daily lives, and also offers teens a place to receive support from others during challenging times.
  • But even as social media connects teens to friends’ feelings and experiences, the sharing that occurs on these platforms can have negative consequences. Sharing can veer into oversharing. Teens can learn about events and activities to which they weren’t invited, and the highly curated lives of teens’ social media connections can lead them to make negative comparisons with their own lives
  • 88% of teen social media users believe people share too much information about themselves on social media
  • Teens face challenges trying to construct an appropriate and authentic online persona for multiple audiences, including adults and peers. Consequently, many teens feel obligated to project an attractive and popular image through their social media postings.
    • Sean McHugh
       
      Again, classic gamification of social media, where the online persona becomes more like a 'role' than the true character of the person, the equivalent of social media becoming a 'massive, multiplayer online, role playing game', but with the critical difference that this is IRL, which is a little scary, Black Mirror crazy...!
  • Girls are more likely to use text messaging – while boys are more likely to use video games – as conduits for conversations with friends
Sean McHugh

Do Video Games Make Kids Smarter? - ABC News - 0 views

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    "When many adults think of video games, they envision bombs, bangs and blood. As a result, many parents try to restrict their children's gaming time. But according to new research, they might be missing some redeeming qualities."
Sean McHugh

U.S. Navy: Video Games Improve Brains, "Fluid Intelligence" - 0 views

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    "Perez credits games and game-like simulations with giving people the ability to more quickly adapt new mental strategies for problem-solving. He says that, for 50 years, it was believed that no training could improve a person's "fluid intelligence" - the ability "to work outside your present mindset, to think beyond what you have been taught, to go beyond your experience to solve problems in new and different ways.""
Sean McHugh

The Game Finder | Find the perfect video games for your family on Everybody Plays - 0 views

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    "Finding the right games for children can be a bit of a challenge - but our Game Finder makes it easy. We give games an age rating based on their difficulty, and a separate rating for their content. Simply drag the slider to set your child's age, choose a maximum level of content you'd be happy with, and click the button to find a list of games your kids will love! Check the "What does this mean" box for more!"
Sean McHugh

Girls Should Play More Video Games, And Other Thoughts On "Cognitive Balance"... - 0 views

  • Girls should play more video games.
  • spatial skills matter: The ability to mentally manipulate shapes and otherwise understand how the three-dimensional world works turns out to be an important predictor of creative and scholarly achievements
  • spatial skills can be improved by training; these improvements persist over time; and they “transfer” to tasks that are different from the tasks used in the training
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  • the informal education children receive can be just as important as what they learn in the classroom. We need to think more carefully about how kids’ formal and informal educational experiences fit together, and how one can fill gaps left by the other.
  • The informal learning environments of television, video games, and the Internet are producing learners with a new profile of cognitive skills.
  • playing an action video game “can virtually eliminate” the gender difference in a basic capacity they call spatial attention, while at the same time reducing the gender difference in the ability to mentally rotate objects, a higher-level spatial skill
  • As kids grow older, much of the experience they get in manipulating three-dimensional objects comes from playing video games
    • Sean McHugh
       
      This is such a critical observation!
Sean McHugh

Technology And Video Games Make Kids Think Differently About Old Questions - Forbes - 0 views

  • I never limit my kids’ screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen.
  • I spend a lot of time making sure my children don’t get too heavily absorbed in any one way of perceiving. I do this by paying enough attention to what games my kids are playing that I can ask them to switch games. That’s right, not all games are the same. Each one has unique narrative properties. Each one has particular mechanics that inadvertently teach a specific way of making meaning of the world. Gaming is not a singular way of being. Parenting gamer-kids is not just about monitoring the on/off switch.
  • Consider Minecraft. Like most kids these days, mine play it all the time. I’ve written about the good things my kids learn by playing. I love the free sandbox creativity. I think it strengthens a sense of systems thinking. But I’m also worried that so many kids develop an almost obsessive relationship to the game.
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    "I never limit my kids' screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen."
Sean McHugh

Social And Emotional Benefits Of Video Games: Metacognition and Relationships | MindShift - 1 views

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    For years, most people thought that video games were like candy: mostly bad, tempting to children, but okay in moderation. Now we understand that they can have more "nutritional" value than our parents ever imagined.
Sean McHugh

Does playing violent video games cause aggression? A longitudinal intervention study | ... - 0 views

  • the present study is the first to investigate the effects of long-term violent video gameplay
  • Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group.
  • the question that society is actually interested in is not: “Are people more aggressive after having played violent video games for a few minutes? And are these people more aggressive minutes after gameplay ended?”, but rather “What are the effects of frequent, habitual violent video game playing? And for how long do these effects persist (not in the range of minutes but rather weeks and months)?”
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  • Both training groups were instructed to play the game for at least 30 min a day
  • players are rewarded for their use of violence as a means to advance in the game
  • so that gamers could in principle decide not to commit violent acts
  • The participants in the violent video game group played on average 35 h and the non-violent video game group 32 h spread out across the 8 weeks
  • Since effects observed only for a few minutes after short sessions of video gaming are not representative of what society at large is actually interested in, namely how habitual violent video gameplay affects behaviour on a more long-term basis, studies employing longer training intervals are highly relevant
  • the present results provide strong evidence against the frequently debated negative effects of playing violent video games.
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