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play:
Interactive video and computer games belong to the new multimedia
culture that is based on the digital computer technology. The scientific
research into games is still relatively rare. Although some work was
published in the 1970s, research took off in the 1980s, many
researches has been conducted since then but most research on
electronic play has focused on its possible negative effects for children
and adolescents, and contextual factors such as socioeconomic status
(SES) and culture are rarely considered. But the positive potential
benefits of electronic play from a psychological perspective, as well as
individual and contextual factors that may shape the influence of
electronic play for children and adolescents are merely described in the
present research field.
According to (Dorothy E. Salonius-Pasternak, 2005) most of the
research on computer and video games has focused on possible
negative influences and the evaluation of policy designed to minimize
risk to children and adolescents. While computer and video games
have been a source of concern, they also have the potential to have
positive influences on development.
As stated earlier (Dorothy E. Salonius-Pasternak ,2005) believes that
the possible physiological benefits of play is that the electronic play
may have the potential to restore some of the critical elements of
childrens play that have been compromised due to the increased
supervision and control of childrens free time and imaginations. In
addition to providing children with opportunities to negotiate societys
rules and roles, electronic play may facilitate childrens developing
their self-regulation of arousal. Adventures within computer and video
games allow children to confront danger and the concomitant feelings
of fear and anxiety, mastery and defeat, power and powerlessness,
Computer and video games may also be beneficial in the context of
therapeutic play and play therapy. Studies have shown that electronic
play may also contribute positively in the contexts of physiotherapy;
occupational therapy; pain management; facilitating the development
of social skills in children and adolescents with learning disabilities,
mental retardation, and autism spectrum disorders; reducing
impulsivity in children and adolescents with attention-deficit disorders;
and improving problem-solving strategies, self-regulation of arousal,
cooperative behavior, and self-esteem (Demarest, 2000; Gardner,
1991; Griffiths, 2003, 2004; Spence, 1988)
Demarest, K. (2000). Video games: What are they good for? Retrieved
October, 2008 from http://www.lessontutor.com/kd3.html
Kaveri Subrahmanyam.,& Robert E. Kraut (2000).Impact of home
computer use on childrens activity and development. The Future of
Children, CHILDREN AND COMPUTER TECHNOLOGY. Vol. 10, No. 2
Fall/Winter 2000. (pp -1-5)
GREEN, C S, AND BAVELIER, D. 2003. Action video game modifies
visual selective attention. Nature 423 (2003), 534-537,Letter to Nature.
Patel Sejal A(2004) .Games in the field of Education. The University of
Auckland, Auckland