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More sociologically-informed research has sought to move away from simplistic ideas of gaming as either 'negative' or 'positive', but rather seeking to understand its role and location in the complexities of everyday life.<ref>{{cite book|title=Video Gamers|last=Crawford|first=Garry|publisher=Routledge|year=2012|isbn=9780415563680|location=London|author-link=Garry Crawford}}</ref>
 
For example, it has been suggested (Nina Fefferman) <ref>{{Cite journal|last1=Lofgren|first1=Eric T.|last2=Fefferman|first2=Nina H.|date=2007-09-01|title=The untapped potential of virtual game worlds to shed light on real world epidemics|url=https://www.thelancet.com/journals/laninf/article/PIIS1473-3099(07)70212-8/abstract|journal=The Lancet Infectious Diseases|language=en|volume=7|issue=9|pages=625–629|doi=10.1016/S1473-3099(07)70212-8|issn=1473-3099|pmid=17714675|s2cid=11039532 }}</ref> that the very popular MMO ''[[World of Warcraft]]'' could be used to study the dissemination of infectious diseases because of the [[Corrupted Blood|accidental spread]] of a [[Bubonic plague|plague]]-like disease in the gameworld.
 
=="Ludology" vs "narratology"<!--linked from 'Narratology'-->==
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The overcoming of the condition known as dyslexia is also considered an improvement due to the continuous utilization of controllers for the video games. This continuous process helps to train the users to overcome their condition which impedes in their abilities of interpretation.<ref name=":0" /> The ability of hand-eye coordination is also improved thanks in part to video games, due to the need to operate the controller and view the screen displaying the content all at the same time.<ref name=":0" /> The coordination of the player is enhanced due to the playing and continuous observation of a video game since the game gives high mental stimulation and coordination is important and therefore enhanced due to the constant visual and physical movement that is produced from the playing of the video game.<ref name=":0" />
 
The playing of video games can also help increase a player's social skills. This is done by playing online multiplayer games which can require constant communication, this leads to socialization between players in order to achieve the goal within the game they may be playing. In addition it can help the users to meet new friends over their online games and at the same time communicate with friends they have already made in the past; those playing together online would only strengthen their already established bond through constant cooperation. Some video games are specifically designed to aid in learning, because of this another benefit of playing video games could be the educational value provided with the entertainment. Some video games present problem solving questions that the player must think on in order to properly solve, while action orientated video games require strategy in order to successfully complete. This process of being forced to think critically helps to sharpen the mind of the player.<ref name=":0" /><ref>{{Cite journal|last1=Granic|first1=Isabela|last2=Lobel|first2=Adam|last3=Engels|first3=Rutger C. M. E.|date=2014|title=The Benefits of Playing Video Games|url=http://www.apa.org/pubs/journals/releases/amp-a0034857.pdf|journal=American Psychologist|volume=69|issue=1|pages=66–78|doi=10.1037/a0034857|pmid=24295515|citeseerx=10.1.1.697.8245|s2cid=15997754 |archive-url=https://web.archive.org/web/20131216085607/http://www.apa.org/pubs/journals/releases/amp-a0034857.pdf|archive-date=December 16, 2013|url-status=live}}</ref>
 
=== Game culture ===