English Essay of Video Games

Topics: Video game, Video game controversy, Media violence research Pages: 3 (914 words) Published: September 27, 2013


The Use Of Videogames And Its Implications In The
Learning Process
ALEXANDER CARRILLO BONILLA
UNIVERSIDAD SURCOLOMBIANA

The use of videogames and its implications in the learning process In these days there have been born many new videogames, all of them have been released in the market with the purpose of entertaining the audience or the public who buy them, there are many different types of videogames around all the world, we can find videogames that have to do with war, fantasy, strategy, and so on. But, what are the real implications for people of using those videogames? And, do they have any implication in the learning process of a person? Since electronic devices took control of our homes, they have become a must in our lives, to the point of being really difficult to imagine our world without cellphones, televisions, computers, sound devises and all those stuff which has the mission of make our existence easier. All this new technology have given rise to a new way of entertainment, the “virtual reality”, which has been denominated like that because of its unbelievable similarity with the real world, and of course this invention has led to countless applications in all fields of human activity. For example, in air forces training, they use a computer and a “videogame” which simulates a battlefield where pilots can practice their skills before using an ultra-expensive real plane and without putting their lives at risk. In movie industry, special effects created to simulate real situations have achieved amazed the audience with legendary films like Titanic (James Cameron, 1997) or Avatar (James Cameron, 2009), movies in which the 90% of its scenes were created by a computer program. Unsurprisingly, videogames programmers took advantage of this “boom” of recent times to start a millionaire industry. According to ESA magazine 2007, the annual sales of video games and their accessories in the U.S. reached $10.5 billion in 2005, exceeding the $9...

References: Handbook of Research on Effective Electronic Gaming in Education Richard E. Ferdig University of Florida, SA Hershey • New York Information science reference Volume II.
http://www.psychology.iastate.edu/faculty/caa/abstracts/2005-2009/08SGA.pdf
GARCÍA ROMERO, A. y FERNÁNDEZ ALADO, C. (2006). El sistema educativo en la nueva era. Revista de Educación (Madrid), 309, 498-789.
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