Gaming Has a Positive Side
Gaming is not just about revenue, addiction, gamers, and so on.
A game being an expression of technology, developing cultural
norms, and a world wide phenomenon that transcends all
boundaries, becomes a source of study.
Games are not mere toys, they promote:
* Information literacy. Players download text files, make notes,
they also take "screen shots" of the game and upload it with
their comments. A group then examines the suggestions and
discussions emerge on strategies as well as required
improvements or changes. Knowledge creation and rapid sharing is
common to digital spaces. People of all ages and ethnicities
from around the world pool their understanding and resources to
solve problems.
* Curiosity and a thirst to find out more. Leading to the
development of learning. Players pool thoughts and resources and
try and work out how different elements function. Individual
skills are sharpened using pooled resources.
* Development of well developed research skills and the use of a
huge mind boggling variety of resources. For games like
"Lineage" a player would need to become a member of a 100 or
more strong clan and in order to protect his castle or carry out
sieges he or she needs to manipulate text, images, research
equipment use, draw out maps, manage resources, design
strategies, create and maintain treasuries, write down facts,
theories, and proposals, as well as design workable models.
* Social interaction and exchange of ideas and thoughts
especially in multiplayer online games.
* An understanding of world history. A few games are based on
civilizations and take players as far back as 4000 BCE leading
them through different developmental stages of the world with
the creation of cities, temples, libraries, granaries, railroads
and more. Many games are map based and re-enact actual events
that have taken place in the world.
* The setting up of virtual learning to explore new game related
technologies, new gaming elements, and modes of play with peers.
In fact, "Civilization" aficionados created "Give peace a
Chance" in which players learn about wining by using non
violence.
* Interpretation of data and lateral thinking. Players spend
long hours absorbed in researching information, searching high
and low for tips, cheats, and tricks, developing what are known
as walkthroughs.
* Curiosity and sets the wheels of the mind clicking leading to
innovations in design, software programming, graphics,
strategies, and more.
* Team work, a sharing of ideas, as well as collective problem
solving.
* Competitiveness a thirst to succeed and win.
In depth research has proven that gaming plays a role in
increasing self esteem, and is motivational in many ways.
Children who play games perform better at comprehension,
spelling, and math.
Gee, Squire, and Stienkuehler, University of Wisconsin-Madison
professors, are studying learning through game playing and the
advantages of gaming over traditional teaching tools truly
believe that gaming has woven within its matrix important
learning technologies. Learning in the e-learning world of
virtual gaming is hands on, interactive, has no restrictions or
boundaries, promotes collaborative working, problem solving,
creating a new generation of leaders.
About the Author: Paul Wilson is a freelance writer for
http://www.1888Discuss.com/online-games/, the premier REVENUE
SHARING discussion forum for Online Games Forum including topics
on find free online games, free download games, suggest your new
game and more. He also freelances for the premier Free Online
Games Site http://www.1888FreeOnlineGames.com