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How to Write an Essay about Video Games: Presenting Effective Arguments in Papers

xavier is writing a paper arguing that video games

Gaming on video consoles is becoming more and more common. In actuality, the typical gamer plays for roughly six hours each week. There are many who claim that video games are harmful to one’s health since they promote inactive lifestyles like prolonged sitting and isolation from the outside world. On the other hand, some people say that playing video games is a good way to unwind and relax, and they are not wrong. So, what is the real story of video games? Are they good or bad? The controversy of playing video games presents an opportunity for students to either be proponents or antagonists of the issue through essays. Accordingly, this article discusses how a learner can write an essay about video games.

It would be best to do thorough research before writing an essay about video games

Research is often the most challenging aspect of preparing an essay. While writing your video games essay, you’ll have to employ the information you get from research to define video games, describe different genres, and give relevant examples to support your claims. Students must recognize that the amount of research they conduct totally affects how good their essays turn out. Your video game essay will benefit greatly from your careful attention to detail and thorough investigation. Just keep in mind that you are trying to convince your audience to see things from your point of view. This is why having a great deal of background information is essential. Researching your favorite video game would give you an added advantage. Additionally, to support your claims, you must include relevant examples and research-based data.

You should develop an introduction that captures your reader’s interest

The whole point of the opening paragraph is to capture the interest of the audience. To achieve this, it should pose an intriguing topic or provide a contradiction or paradox. You ought to add a good hook to grab the reader’s attention so they can’t help but keep reading your paper. Given that there are numerous motivations for why individuals engage in video games, the introduction is where you have to specify the reasons. Moreover, it would be best to incorporate your thesis statement in the introduction. A thesis statement is basically the writer’s primary concept, summed up in one or a few sentences. A well-formulated thesis statement expresses the work’s central argument in a way that makes sense in light of the inquiry or issue at hand. It would be the correct response to the question, “What is the primary theme of this essay?” from the instructor. Nonetheless, you should perceive your thesis as an opinion that may be debated at any time, rather than an established fact or objective reality. In other words, now is the time to speak your mind regarding the impact of video games on today’s youth.

You must present your arguments in the body paragraphs

The arguments are what learners utilize to support their thesis. A single contention and one or two examples must each have their own paragraph. It would be best to provide your reasoning for your video game position and be sure to explain why you firmly disagree with the opposing viewpoint. Examples include your own experiences and, where appropriate, references to data from studies, forecasts, and statistics. Students should provide answers to contentious topics like “Do video games promote addiction and violence among players?” The arguments you employ ought to back your main point rather than contradict it.

You may offer vivid illustrations as you write an argumentative essay about video games

Learners should offer evocative examples of the genres and video games under consideration. Instead of stressing about whether the material you discover online or the game’s publishers are legit, dedicate yourself to writing a fun and vibrant paper for the person who reads it. This approach piques the audience’s attention and facilitates their comprehension of the argumentative essay about video games. Additionally, these vivid examples assist you in conveying your ideas in a manner that words can’t. Even if you aren’t convinced that your assignment requires an example, using one might perk up your reader and provide your arguments additional weight.

You should write a conclusion for your essay

The last section is meant to sum up the college essay. You may accomplish this by restating the thesis statement and briefly mentioning the arguments you presented in your body paragraphs. This approach will help the audience understand how you systematically addressed the issue and made conclusions. For instance, suppose you had to respond to the question, “Do games negatively affect us?” A topic like that can’t be satisfactorily answered by psychology, particularly when it involves something as novel as video games. Consequently, it is actually way easier to just pick a side and support your position with some research. In the end, your readers don’t expect the argument to be elaborated upon but rather summarized. No new material should be introduced in the last paragraph.

Identifying the sources you employed would be best

When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable. It would help to make sure your research is from the past five years.

Proofreading is vital for developing a top-notch paper

Students must make sure that their essays about video games have been edited and proofread prior to submission. So basically, you are going to check your assignment for spelling, punctuation, and grammatical mistakes. Completing an essay that is free of errors increases a learner’s likelihood of academic success. Here are some tips to help you proofread your work:

  • Read the text aloud. This will enable you to detect any mistakes.
  • Take your time proofreading and revising your work. Spend sufficient time on it to ensure you catch any possible oversights.
  • Concentrate on correcting a single mistake at a time. Avoid the hassle of searching for spelling and grammar mistakes at the same time. Prior to checking for punctuation and spelling problems, you may concentrate on grammatical issues.
  • You may also create a list of the most typical errors that students make while writing essays, then review your work for each one.

Using these suggestions will guarantee that your essay is devoid of all types of mistakes that might undermine how persuasive your argument is. Alternatively, you can delegate your “ write my essay ” request to online essay writing services like CustomWritings which may allow you to complete a high-quality paper about video games.

Extra tips for presenting better arguments in essays about video games

Today’s youth often engage in video gaming, and this trend will only spread in the coming years. Composing a paper about video games can help you learn more about the subject while also providing readers with information they can utilize in their lives. Just consider the potential for them to be inspired by and gain new knowledge from your essay about video games. Following this article’s recommendations should take you a step closer to achieving your academic goals.

Nick Sinclair

Nick Sinclair, a gaming aficionado since the Commodore 64 era, studied Creative Computer Games Design in university before founding his own gaming company. Discovering a passion for content creation, Nick now helps gamers squeeze every drop of fun out of their favorite gaming hardware

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Argumentative Essay: Video games, beneficial or detrimental?

Authors Avatar

Reuben Rolle

English Composition I

Mrs. Linda Davis-Fisher

Argumentative Essay

Video Games Beneficial or Hazardous

        Video games have been a growing phenomenon since the mid 1980’s. With the vast improvements in technology the video gaming industry had evolved from simple two dimensional games to realist, fast paced, life like experiences. Along with it’s growth there has been an ongoing discussion of whether video games are beneficial or hazardous to children and adolescents. Some are of the view that video games are indeed hazardous because they are meaningless times wasters that encourage anti-social behavior, have a negative impact of the health of children, and because they are filled with violent content. However, I do not share these views. In my opinion video games are a wonder pastime which has the potential to be very beneficial on many levels.

        Many believe that video games are a useless form of entertainment that is in no way beneficial, therefore it is considered a waste of time. However, video games are a real brain workout that invokes abstract and high level thinking. These skills are usually not taught in school, but they are prevalent in most video games. Some of these mental skills include: problem solving and logic, hand-eye coordination, quick thinking, making fast analysis and decisions, strategy and anticipation, perseverance and inductive reasoning and hypothesis testing. According to researchers at the University of Rochester, Led by Daphne Baveler, a cognitive scientist, games simulating stressful events such as those found in battle or action games are a good training tool for real world situations. Also to successfully complete a game, players must deal with immediate problems while keeping their long-term goal in sight. This term is called “telescoping.” (Steven Johnson). James Paul Gee, professor of education at the University of Wisconsin-Madison says:

Join now!

Playing a video game is similar to working through a science problem. Like students in a laboratory, gamers must come up with a hypothesis. For example, players in some games constantly try out combinations of weapons and powers to use to defeat an enemy. If one does not work, they change hypothesis and try the next one. Video games are goal-driven experiences, which are fundamental to learning. (106)

This is a preview of the whole essay

        Some people feel that children spend too much time playing games and as a result they become socially isolated, which affects the time spent doing home work, other physical activities and interacting with family and friends. While playing video games can be time consuming, it does in fact promote social activity and teamwork. Video games allow parents and their kids to play together and can be used as a bonding activity. Many games appeal to both kids and adults and could be something they both share in common. Children also build friendships through playing games that both they and their friends enjoy. Also games that involve multiple players encourage children to work cooperatively to achieve a common goal. They learn to listen to the ideas of others, formulate plans and distribute various tasks based on the skills of each other. Online games are played internationally, which can introduce kids to players of different nationalities, and exposed them to many cultures and fosters friendships.

        Many people think that video games negatively impact the health of children, because it can encourage laziness, obesity and postural disorders. Despite the fact that video games can contribute to health issues, there are many video games that counteract these types of behaviours. Many games require its players to be very active. Games such as Dance Dance Revolution and Wii Boxing actually give its players a good workout. Playing theses games for duration of ten or more minutes causes children and those playing to exert large amounts of energy equal to or perhaps exceeding a regular ten minute workout routine. Also games such as Wii Fitness are actually exercise routines in fun interactive form.

        The final and perhaps biggest issue with video games for most people is the violent content which many games are known for. Many are of the view that such exposure would result in increased aggressive thoughts, feelings and behaviours. Although it may be true that most video games contain violent content, in my opinion these games serve as a positive avenue to express aggression and frustration. Violent games act as a positive way for children to vent their frustration and anger in the games with computerized characters, which often relieves stress. Video games provide a positive aggression outlet the same way playing football, hockey or any other contact sport would.

        It should be evident that the views held degrading the use of video games hold little if any merit. The argument that video games consume too much time and are violent hold little weight, because parents can impose a time limit of how long games can be played, and in the same manner parents choose which television shows are suitable, they can choose which video games are appropriate for their children to play. Furthermore, the violence depicted in video games is computer generated characters, whereas the violence in television shows are real life people. Contrary to these arguments, video games are indeed beneficial because they develop the minds of children in ways school does not, it can expose them to cultures around the world and it equips them mentally to deal with real life situations.

Works Cited

Daphne Baveler, “Video Games Boost Brain Power, Multitasking Skills” by     December 20, 2010.

Steven Johnson, “ Everything Bad Is Good for You: How Today's Pop Culture Is Actually Making Us Smarter, May 2005.

James Paul Bee, “What Video Games Have To Teach Us About Learning and Literacy”        May 16, 2003

        

Argumentative Essay: Video games, beneficial or detrimental?

Document Details

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  • Subject Linguistics, Classics and related subjects

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Chapter 6: 21st-century media and issues

6.5.2 How video games affect literacy (synthesis)

Anonymous English 102 Writer

February 2021

In the world of literacy there are many common everyday activities that can be used to get closer to literacy without even realizing it. Most things people do within the day may improve or at least relate to literacy without them even realizing it. Video games, for example, can improve a person’s literacy each time they play it without even knowing. Whether it’s through communication between players or improvement of reading and writing skills, video games are much better at improving literacy than advertised. I chose this topic for this essay because video games are a hobby of mine and I believe they are very good at increasing a person’s skill in literacy than most would assume.

The way video game players communicate with each other is a very specific variation of standard speech. Rather than communicating through long, full, detailed sentences, they instead most of the time speak in short bursts of specific details about what they’re trying to tell each other. In James Gee’s “What is Literacy”, this is what would be known as an identity kit for the community of video game players. An identity kit is basically a set of instructions for how the members within one community act and interact with each other (18). With this kit of instructions players have found a new and more specialized way of communicating that is more efficient for them. When communicating in a more streamlined way like this, players cut out unnecessary details and only say what they need to. This concept works for the reading and writing aspect of literacy as well. When reading and writing within a game or community of video game players it is more efficient to use a shortened and simplified form of it. Skimming texts and writing with abbreviations are a few examples of this. In his article Gee discusses what he refers to as discourses which are the groups of people who use the identity kits for their specific needs (Gee). In this case the discourse of video game players uses an identity kit of efficient communication and simplified reading and writing to help them do better in their games.

In “Video Game Literacy Exploring new paradigms and new educational activities” by Damiano Falini it is further proven that video games have an effect of literacy. Playing video games usually subconsciously leads to the player improving their literacy skills whether they know it or not. Media analysis of video games causes the viewer to acquire more literacy skills such as language and technology (Falini 4). This acquisition of skill may not be as extreme as learning a language in school or from reading texts specifically designed for education, but it still has an effect on the players that can benefit them and their literary abilities. Many see this type of learning as negligible and a waste of time but learning in a way that is also enjoyable can often be much more efficient than traditional education. Throughout this article Falini cites several other articles including one that was also written by James Gee to support his argument about video games. Falini also references an Italian study that was still in progress at the time of writing that was meant to determine what effect a media education course about video games would have on students (Falini 4-5). With the finalized results of this study, it is possible Falini would have had even more support for his argument, but it seems he has high hopes for the results of this research. Falini then dedicates a section of the article to detail how he believes young students who wish to be educated in video game design should work step by step. In order the steps are introduction, then on to paper designs, followed by full production and concluded with testing (Falini 7-9). To conclude the article, Falini discusses a similar study to the previous one where students were surveyed about how well they like the video education course. The study concluded that for these students the course had proven the importance of collaboration and teamwork skills and that the students had learned something and done well on the tests attached to the video education course (Falini 11). Overall, it is apparent these video game development courses had a positive effect on the students involved.

Similar affects are analyzed in “The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy” by John Alberti.  The correlation between video games and literacy is often not clear but it has always been there. Video games have always challenged players to broaden their view on reading and writing through new literary practices and firsthand experiences within the games (Alberti 260). Interaction with a virtual world is bound to cause the player to experience new things and expand their scope of understanding. Experiencing new things through video games challenges our pre-existing version of literacy in a way that can make the player view literacy in a new and possibly more beneficial way (Alberti 261). Alberti then discusses the visual aspect of gaming and how it plays a role in literacy by being a more non-static and moving way of seeing something that can be educational (Alberti 264-265). Through these and several other aspects it is clear Alberti believes that video games can have quite an effect on the literacy of someone’s mind. Alberti often discusses the aspect of motivation in education and believes the playing of video games has a similar aspect to it when determining why people play the games in the first place. Playing video games and reading is motivated by pleasure and results in questions about why people play them, what exactly that pleasure is and where it comes from (Alberti 268). Overall Alberti is more on the fence about the effectiveness of video games as a whole but still discusses how video games and literacy are tied together in multiple aspects.

Literacy within video games is even further discussed in Silviano Carrasco’s “Meta-Literacy in Gameworlds”. The beginning of this article relates somewhat to Gee’s concept of identity kits by discussing how games interact with their players. Meta-Literacy is someone’s ability to differentiate different sections and understand their differences when playing a game (Carrasco 32). Interacting with a game world has the ability to bring out many aspects of the players’ literacy abilities. Carrasco cites another source to discuss how the motivation to become more literate in a subject such as possibly video games is the appeal of sharing a common knowledge with everyone else which can apply to many types of media literacy including video games (Carrasco 33). With this type of motivation many people would be much more likely to want to be involved in a certain group of others that also enjoy a piece of media which in turn would help them be more affected by wider ranges of literacy. Carrasco also discusses video games’ connection to outside media. Video games that reference external media act as a new perspective on another piece of work that can possibly give it extra or entirely new meaning (Carrasco 37). The enjoyment of video games is partially dependent on the players knowledge of the world through past experience, without previous knowledge of the game world the player is in they are possibly missing out on aspects of the game that would go unnoticed by players that are not already well versed in the game’s world and story (Carrasco 39). With possible faults such as this it would be very helpful to a player’s literacy within the game they are playing to seek out and learn more about what they are experiencing, thus improving their literacy. Carrasco then discusses how so-called tutorials improve the players’ ability and literacy. Often early in the game a text message will show on the screen telling the player how to do something and with few reminders after this that action will become second nature to the player, and they will not need the text reminder anymore but instead will already know what to do (Carrasco 40). The player’s literacy is subconsciously improved throughout a game when they pick up on new tips and tricks without needing to be constantly reminded. When the player knows what to do on their own, they have genuinely learned something new. Video games are less geared toward learning through heavy reading and more geared towards learning through association with images and narratives that are displayed throughout the game (Carrasco 41). The repetition of the games story and main themes throughout a game is a more effective form of learning in a game than ordinary learning and data memorizing like learning in school. Carrasco concludes by discussing the potential emotional value that video game stories can hold and how it further draws the player into a game and story it is telling.

Ultimately, these articles may be different in some respects, but overall contribute to the conclusion that video games can be closely related to the development of literacy. Gee’s description of discourses and identity kits very accurately summarize the community of video game players and how their shared common literacy helps them communicate effectively about their shared interests. The other articles also broadened my view on this subject, especially in the aspect of specifically video game development rather than just video game playing. The development aspect contains even more hidden literacy than I had previously thought it could with the various routes to becoming more educated and well versed in the subject. Overall, after writing this essay I believe even more in the role video games play in literacy.

Works cited

Alberti, John. “The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy.”  Computers and Composition , vol. 25, no. 3, Jan. 2008, pp. 258–269.  EBSCOhost , doi:10.1016/j.compcom.2008.04.004.

Damiano Felini. “Video Game Literacy – Exploring New Paradigms and New Educational Activities.”  Medienimpulse , Dec. 2010.  EBSCOhost , search.ebscohost.com/login.aspx?direct=true&db=edsdoj&AN=edsdoj.8fae855c6cce45bfa699d70f385ee68e&site=eds-live&scope=site.

Gee, James. “What Is Literacy?”  Journal of Education , vol. 171, no. 1, 1989.

Silviano Carrasco, and Susana Tosca. “Meta-Literacy in Gameworlds.”  Anàlisi: Quaderns de Comunicació i Cultura , no. 55, Dec. 2016, pp. 31–47.  EBSCOhost , doi:10.7238/a.v0i55.2936.

Understanding Literacy in Our Lives by Anonymous English 102 Writer is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License , except where otherwise noted.

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Home — Essay Samples — Social Issues — Violence in Video Games — Video Games Don’t Cause Violence: Dispelling the Myth

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Video Games Don't Cause Violence: Dispelling The Myth

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Published: Sep 7, 2023

Words: 779 | Pages: 2 | 4 min read

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The research on video games and violence, the diversity of video games, parental supervision and education, potential benefits of video games, conclusion: a nuanced perspective.

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Lesson: Creating a Persuasive Argument for The Strong’s Video Game Hall of Fame

By the end of the lesson, students will be able to create a persuasive argument for the best video game using evidence and logical reasoning.

“ I can” statements

  • As a video game consumer I can construct an argument to build a persuasive argument as to why my electronic game should be inducted into the World Video Game Hall of Fame at the Strong.
  • As a critical thinker I can use diverse reasoning, provide solid evidence, share facts, use examples and quotes to bolster my argument.
  • As a listener, I can listen to my peers as they also share their persuasive arguments and provide constructive feedback .

Grade Level: 7-12

Common core standards.

ELA-Literacy.W.7.1 Write arguments to support claims with clear reasons and relevant evidence.

ELA-Literacy.W.7.4 Produce clear and coherent writing in which the development, organization, and style are appropriate to task, purpose, and audience.

ELA-Literacy.W.7.5 With some guidance and support from peers and adults, develop and strengthen writing as needed by planning, revising, editing, rewriting, or trying a new approach, focusing on how well purpose and audience have been addressed.

DEIA Standards

Cultural Responsiveness

  • Students will be able to recognize and respect the diverse backgrounds and experiences of all students, including their varied interests and cultural influences on their choices of video games.
  • Students will be able to provide equal access and opportunity for all students to participate in the lesson regardless of their background, including their familiarity with video games.
  • Students will be able to create a safe and inclusive learning environment that welcomes and values diverse perspectives, and encourages all students to share their unique perspectives and experiences with video games.

Intersectionality

  • Students will be able to recognize and address the ways in which different aspects of students’ identities (such as race, ethnicity, gender, and socioeconomic status) intersect and influence their experiences and opinions of video games.

Representation and Bias

  • Students will be able to analyze and discuss the representation of diverse characters and perspectives in different video games, and recognize and address any biases or stereotypes that may be present in those representations.

Social Justice

Students will be able to discuss how the video game industry and gaming culture can perpetuate or challenge systemic inequalities and injustices, and encourage students to consider the social impact of the video games they play and promote.

Computer with internet access Paper and pencils Rubric for grading persuasive arguments

Lesson Hook

Visit the World Video Game Hall of Fame on The Strong’s website and explore the various games that have been inducted into the Hall of Fame from 2015 to now! You will find over thirty games that have been inducted into the Hall of Fame from 2015 to 2021. Your job as a video game consumer is to nominate your favorite electronic game into the hall of fame. But you have to have the best argument!

Introduction (10 minutes)

  • Begin by asking students to think about their favorite video games and why they enjoy playing them.
  • Discuss as a class what makes a good video game and why people have different opinions about what is “the best” game.
  • Explain that in this lesson, students will learn how to create a persuasive argument for the best video game, using evidence and logical reasoning

Research (20 minutes)

  • Have students research different video games and their reviews.
  • Encourage them to look for evidence to support their arguments, such as gameplay mechanics, storyline, graphics, or player reviews.
  • Provide resources such as video game review websites, YouTube channels or popular blogs and forums

Pre-Writing (15 minutes)

  • Have students brainstorm their arguments and supporting evidence.
  • Encourage them to organize their ideas into a clear and concise outline.

Writing (30 minutes)

  • Have students begin writing their persuasive arguments, using their outlines and research.
  • Encourage them to use persuasive language and to anticipate counterarguments.
  • Remind them to use evidence and logical reasoning to support their claims.

Peer Review (20 minutes)

  • Have students exchange their persuasive arguments with a partner.
  • Encourage them to provide constructive feedback and suggestions for improvement.
  • Have them use the rubric to score each other’s arguments (optional)

Revision (20 minutes)

  • Have students revise their persuasive arguments based on peer feedback.
  • Encourage them to strengthen their arguments and evidence.

Assessment (optional)

  • Use a rubric to grade each student’s persuasive argument, based on their use of evidence, logical reasoning, persuasive language, and organization.
  • Have students present their persuasive arguments in front of the class or in a debate format.
  • Have students research and argue for the best video game in a specific genre, such as action, adventure, or sports.
  • Have students write a response to a counterargument or opposing viewpoint to their persuasive argument.

Conclusion (5 minutes)

  • Have students share their final persuasive arguments with the class.
  • Discuss as a class the different arguments and why they are persuasive.
  • Summarize the lesson and emphasize the importance of using evidence and logical reasoning to create a persuasive argument.
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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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Problem Solving Through Video Game Creation

Research, Models, and Implications of Video Game Design

  • First Online: 01 January 2013

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xavier is writing a paper arguing that video games

  • Dana Ruggiero 3  

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This chapter explores changing conceptions of learning brought about by technological changes and opportunities and examines more closely the potential of video game creation as a way to teach problem solving. A general background on video games for education is provided, followed by how video games teach problem solving skills. Problem solving skills are then examined in the context of game design with three empirical studies using three different models discussed. Each study explores how problem solving opportunities are presented, the properties of the models, and implications for game creation as a curricular enhancement. Four design models are analyzed for problem solving considerations and to conclude, implications for game design in education and future directions of problem solving through video game creation are examined.

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Ruggiero, D. (2014). Problem Solving Through Video Game Creation. In: Gosper, M., Ifenthaler, D. (eds) Curriculum Models for the 21st Century. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-7366-4_15

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