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Autor/in | VerBruggen, Robert |
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Titel | Games People Play |
Quelle | In: Academic Questions, 25 (2012) 4, S.552-560 (9 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0895-4852 |
DOI | 10.1007/s12129-012-9324-5 |
Schlagwörter | Stellungnahme; Males; Video Games; Higher Education; Information Technology; Computer Games; Interactive Video |
Abstract | Today's video games aren't even a little bit like the ones that came out a few decades ago. Not only has the underlying technology dramatically improved, but the medium has matured remarkably in the years since "Pong" and "Space Invaders." ruled the arcades. The artistic promise of video games has yet to be fulfilled. The current state of the medium is impressive in many ways, and the possibilities--for education as well as art--are boundless. Video games do a far better job of connecting with young men than colleges do. So, should colleges consider using games in their instruction to deepen historical knowledge and attract more men? Certainly, there are risks with this approach. Because of their simple beginnings and predominantly young and male audience, video games have a reputation for being unserious. Many games are, indeed, unserious. But at long last, there is emerging a subset of games that demand to be considered alongside movies, books, and other forms of art. Serious cultural critics ignore video games at their peril. (Contains 2 footnotes.) (ERIC). |
Anmerkungen | Springer. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: service-ny@springer.com; Web site: http://www.springerlink.com |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2017/4/10 |