Learning by gaming: facts and myths

  • Authors:
  • Tobias Vaegs;Darko Dugosija;Stephan Hackenbracht;Anna Hannemann

  • Affiliations:
  • RWTH Aachen University, Distributed Systems Group, Chair of Computer Science 4, Ahornstrasse 55, 52074 Aachen, Germany.;RWTH Aachen University, Informatik 5 (Information Systems), Ahornstrasse 55, 52074 Aachen, Germany.;RWTH Aachen University, Informatik 5 (Information Systems), Ahornstrasse 55, 52074 Aachen, Germany.;RWTH Aachen University, Informatik 5 (Information Systems), Ahornstrasse 55, 52074 Aachen, Germany

  • Venue:
  • International Journal of Technology Enhanced Learning
  • Year:
  • 2010

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Abstract

Gaming has undergone a transition from a niche hobby to a part of everyday culture. This transition, along with the advance in the use of the internet, has created a new kind of social environment, commonly known as virtual life. This paper presents the survey results of over 1000 gamers worldwide, in which they tell us how gaming affected their lives – both virtual and real – with regard to their career, relationships and social life. The analysis of the answers disproves common stereotypes about gamers, shows areas where gaming can very well be beneficial and where there are still problems.