Wednesday, 16 December 2009

ABSTRACT

ABSTRACT
“Videogames such as ‘Warcraft’ attract thousands of simultaneous players making them the most popular online entertainment system in the last two decades.” (Daniel, 2009). They have influenced people in so many ways and are becoming known for their capabilities of establishing social connections amongst players. These videogames provide players with platforms or scenarios where they can interact socially and build relationships beyond workplaces, schools and homes.
Daniel (2009) suggested that “while both multiplayer and traditional single player videogames present a double-edged sword such as: greater negative consequences (decreased health, deprived from sleep, socialization and academic work), multiplayer online videogames garner far greater positive results, (greater enjoyment in playing, increase interest in playing and a rise in the acquisition of new friendship)”. In the educational field, researchers have found great advantages in videogames; reading and writing practices, cooperative problem solving which make use of skills in Information technology and very well specified languages and scientific habits.

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