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Positive Effects of Entertainment Technology on Human Behaviour

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In: Rene Jacquart (Ed.) Building the Information Society. © IFIP, Kluwer Academic Press, 2004, pp. 51-58 51 POSITIVE EFFECTS OF ENTERTAINMENT TECHNOLOGY ON HUMAN BEHAVIOUR Matthias Rauterberg Technical University Eindhoven (The Netherlands) Abstract: Worldwide the pros and cons of games and social behaviour are discussed. In Western countries the discussion is focussing on violent game and media content; in Japan on intensive game usage and the impact on the intellectual development of children. A lot is already discussed on the harmful and negative effects of entertainment technology on human behaviour, therefore we decided to focus primarily on the positive effects. Based on an online document search we could find and select …show more content…

General development: Games require the use of logic, memory, problem solving and critical thinking skills, visualization and discovery [34]. Their use requires that players manipulate objects using electronic tools and develop an understanding of the game as a complex system. Play is an effective teaching strategy both inside and outside school. According to Goldstein “more than 40 studies concludes that play enhances early development by at least 33%” [36]. Play with games and toys are an important part of child development to acquire a variety of skills for life, such as motor-coordination, social and cognitive skills [15]. As societies become increasingly concerned about the physical and psychological well-being of children, the value of playing and learning is getting crucial [22]. Players can progress from newcomer to expert, in particular in belonging to a social system [11]. Teaching: If computer games are to become part of educational settings, it is crucial to question existing stereotypes and to ensure that the culture of games players in education conforms to neither [13]. It is teachers’ stereotypes that resist change and not people; therefore, by interrogating conceptions of these stereotypes it is possible to avoid falling into the error of believing them to be exclusive descriptors of games players [11]. Academic performance: In a research program the use of electronic communication and games with children was investigated in both classroom and

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