Teachers, psychologists, anthropologists and game researchers have long discussed the consequences of video games

However, they are an undeniable advantage of their skills and, apart from educational work, they are exploited, used,integrated with the teaching process and determining the possibilities for electronic forms of work in addition to potential negative effects and stereotypes. Orsolya Kasza, the largest publisher of foreign games, Electronic Arts in the Czech Republic, Slovakia and Hungary, is responsible for our questions: has EA made its own survey and research on the effects of video games?

There are several cases in which video games are used in classrooms for didactic purposes in classrooms

There are several cases in which video games are used in classrooms for didactic purposes in classrooms

Yes, EA carries out many own research to make the best use of the reach, needs and preferences of our target recipients and to meet the growing expectations of our clients. As part of our research, we naturally study the impact of individual games on users and, according to the knowledge of results, the classification of each new publication of our age. How do you assess your impact on users?

According to our experience, the video game is no longer a lonely, isolated activity that we talk about ten years ago. Thanks to technical progress, not only the gameplay in our games has gone through amazing development, but also topics, service and usability of games. Let me give an example: Some of our products can see the light of day under the brand EA Sports, and almost all popular makes a virtual version of the sport available to the user, so for example, the last track from the FIFA series can be great fun for the participants gathering friends.

In computer games, electronic forms of work will not be foreign to children, they are integrated in the teaching process – can you say that video games are almost ready for children for virtual life? Yes, that’s right. There are several cases in which video games are used in classrooms for didactic purposes in classrooms.

Indeed, aggressive users choose aggressive games

Indeed, aggressive users choose aggressive games

Recently, for example, he invented a computer game called Spore, developed for the theory of evolution, which was used in many schools as a demonstration tool in biology classes. On the other hand, it has been specially designed to support the latest games for its online registration or on-line multiplayer modes (ie the ability to play against each other on the Internet), which clearly shows the endless possibilities in the online world of users, so children.

What are the important age restrictions for users? This question is best compared to the age rating of movies and TV movies. In the case of video games, the parent is also responsible for maintaining the visibility of age and age on the packaging and paying attention to the child, unfortunately the publisher is not able to check this after purchase.

However, as it is important for the game to be the right player, we try to include the age rating of the product in addition to the game packaging, as well as certain elements of our marketing communication. Chicken Eggs: Psychologists say that aggression is the source of aggression, while some scientists say that games do not generate any tension and that they draw them out.

Indeed, aggressive users choose aggressive games. Where can it be true?
I have heard many different points of view on this subject. I believe that it is not possible to unambiguously identify a specific aggressive event, action or reason for action and catch a shooting action or shooter.

Research suggests that video game activity improves basic mental abilities

Research suggests that video game activity improves basic mental abilities

What’s more, our experience shows that games can develop strategic player skills, speed, creativity, language skills and computer skills, turn people away and distract from everyday problems with tension. Sports games or action games can become the focal point of social gatherings and programs, and of course not only to gain new friends and friends via the Internet.

Research suggests that video game activity improves basic mental abilities.

In two of my previous articles, I summarized provocative evidence of widespread concerns about video games (i.e., addicted and spread such wounds as social isolation, obesity or violence). I also pointed out that computer games can develop logical skills, read, implement and even social skills of children. Evidence has evolved since then, especially in relation to the impact of such games on cognitive skills.

The last issue of the American Games Journal (2014 fall) has been subscribed by Adam Eischenbaum Daphne Bavelier and article C. Shawn Green researchers, who summarizes According to the latest research, long-term positive effects of video games for various skills such as perception, attention, memory and decision making.

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