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Ferrum College
CSC-498
tolerated.
we are the same person and we have always had each other’s
2
List of Tables
3
List of Figures
4
Definition of Key Terms
5
Academic performance - the outcome of education — the
extent to which a student, teacher or institution has
achieved their educational goals
life
6
Table of Contents
Acknowledgements 2
List of Tables 3
List of Figures 4
Key Words 5
Table of Contents 7
Abstract 10
1.1 Introduction 11
1.7 Limitations 17
2.1 Introduction 20
7
2.5 Worth of Simulation Games 24
3.1 Introduction 35
3.3 Survey 35
3.5 Participants 37
3.6 Limitations 38
4.1 Introduction 39
4.2 Demographics 39
8
4.5 Most Popular Video Game Genres and Consoles 44
5.1 Introduction 50
References 56
Appendix 60
9
Abstract
10
Chapter One: Introduction
1.1 Introduction
One. Video games date back to the latter half of the 1980s
have been the number one marketing point towards the video
like mode.
11
generation consoles from Sony and Microsoft, marketing the
play video games but the amount of time spent playing video
games peaks in the teen years and slowly declines into the
For those who do not play video games, many own a console
12
“your brain will turn to mush” if you stare at a television
the late 1990s and early 2000s and solely on young children
13
Students who play video games are typically seen as
prior and video game have lacked the same level of realism,
14
There has also been very little research recently
average.
15
1.4 Importance of the Study
student preferences.
to a video game?
college students?
college students?
16
Does three-dimensional video game play entertain a
school year.
1.7 Limitations
limitations.
17
The second chapter will consist of a detailed
for further and future research that could stem from this
study.
18
the already mentioned research questions. An appendix is
19
Chapter Two: Literature Review
2.1 Introduction
20
more than women. The results of this study show men are
online friend; and are more likely to feel happy and the
need to play video games every day because they feel they
Games
21
students’ attitude to play online games; informational
22
males, females had a higher informational and normative
The study was conducted with video game experts and video
trial.
23
route to the platforms than did the video game novices. In
24
2.6 Structural Characteristics of Video Games
25
play. Most non-school hours are shown to be spent on the
groups.
(Anand, 2007)
hours of video games played per day. Any amount over four
and a half hours per day and the average math Sat scores
26
shows a decreasing score on the verbal SAT section (Anand,
2007).
to down when one has down time. The effects video games
2007).
27
2.9 Video Game Strategies and Academic Achievement
There are many studies that show video game play involved
simulations.
28
video game strategies but still did not produce significant
results.
2015).
29
(Schmitt and Livingston, 2015)
list.
30
2.11 Video Game Playing and Academic Performance
reported. The average hours played per week was 3.9 hours;
females played video games for more than ten hours per week
31
2.12 Perceptions of Video Game Realism
32
(Malliet, 2006)
video game and from that, the effect that level of realism
33
2.13 Realistic Gun Controllers on Perceptions of Realism
worked day in and day out to bring consumers the best game
34
Chapter Three: Methodology
3.1 Introduction
3.3 Survey
35
of their first classes. The second instance was on
2016 at 2:30 p.m.; more than half the student body should
36
Grade point average was collected from the survey and
3.5 Participants
email.
37
3.6 Limitations
research time.
38
Chapter 4: Results
4.1 Introduction
4.2 Demographics
26%
44% Freshman
Sophomore
Junior
Senior
14%
16%
39
A large proportion of the students surveyed were
18
16
14
12
Number of Responses
10
0
<2.0 2.0 - 2.5 2.5 - 3.0 3.0 - 3.5 3.5 - 4.0
Grade Point Average
40
between 2.5 and 4.0. The other 11.3 percent and 16.1
sample size.
Realism
Graphic Visuals
Realistic Storyline
0 10 20 30 40 50 60 70
41
Figure 5. Student data found that students considerably
12
10
8
Number of Responses
6
Realistic
Fantasy
0
<2.0 2.0-2.5 2.5-3.0 3.0-3.5 3.5-4.0
Grade Point Average
and between 3.0 and 3.5 more than double the preference for
42
realistic video games over fantasy games. Students that
point average below 2.0 and between 2.5 and 3.5. A larger
results.
16
14
12
NUmber of Responses
10
8
Realistic
Unrealistic
6
0
<2.0 2.0-2.5 2.5-3.0 3.0-3.5 3.5-4.0
Grade Point Average
43
realistic video games has little effect on grade point
found in Appendix A.
8%
27%
18%
8%
13%
8%
18%
44
9%
13%
21%
21%
17%
19%
for video game genres and video game consoles are very
45
12
Number of Responses 10
0
Sports Sim
Fighting
Sports Sim
Fighting
Sports Sim
Fighting
Sports Sim
Fighting
Sports Sim
Fighting
Racing
Racing
Racing
Racing
Racing
First Person Shooter
Adventure
Other
Adventure
Other
Adventure
Other
Adventure
Other
Adventure
Other
Role-Playing
Role-Playing
Role-Playing
Role-Playing
Role-Playing
<2.0 2.0-2.5 2.5-3.0 3.0-3.5 3.5-4.0
results.
46
10
7
Number of Responses
0
PC
PC
PC
PC
PC
Xbox 360
Xbox 360
Xbox 360
Xbox 360
Xbox 360
Other
Other
Other
Other
Other
Xbox One
Xbox One
Xbox One
Xbox One
PlayStation 3
Xbox One
PlayStation 3
PlayStation 4
PlayStation 3
PlayStation 4
PlayStation 3
PlayStation 4
PlayStation 3
PlayStation 4
PlayStation 4
<2.0 2.0-2.5 2.5-3.0 3.0-3.5 3.5-4.0
The bar chart above shows the most played consoles per
had a grade point average below 2.0 and between 3.5 and
the Microsoft Xbox 360 and Xbox One were most played by
video games through more than one system. Of the 100 video
47
played console-based video games, 22 percent play PC video
35
30
25
Number of Responses
20
15
10
0
Have played a video game with Regularly use 3-D capabilities Are likely to continue using 3-D
3-D capabilities capabilities
48
percent of those who regularly use three-dimensional
games.
49
Chapter 5: Discussion
5.1 Introduction
50
participated. This data was expected as upperclassmen are
51
realistic games. This can be attributed to the concept of
52
manufacturer. Students that preferred PC video gaming than
based video game and switch back and forth between homework
while the newer consoles have just come out in the last few
PC systems.
53
thinking. Students with a higher grade point average were
54
research had been conducted so this study can serve as a
time was allotted to gain data and study the sample of the
population.
success.
55
References
from http://www.thedeltasix.com/
56
Computing Research, 50(2), 271-284. Retrieved
2016.
2016, from
http://usatoday30.usatoday.com/tech/gaming/2007-09-18-
videogame-gpa_n.htm
57
Simulation & Experiential Exercises, 8, 247-250.
Yang, D., Chiu, J., & Chen, Y. (2011). Examining the social
58
Turkish Online Journal of Educational Technology,
59
Appendix
Appendix A: Survey
students
Yes I am
No I am not
Male
Female
18-20
21-23
>23
Freshman
Sophomore
60
Junior
Senior
<2.0
2.0-2.5
2.5-3.0
3.0-3.5
3.5-4.0
apply
Xbox 360
Sony PlayStation 3
Xbox One
Sony PlayStation 4
PC
Other
61
What genre of video games do you most often play? Select
Sports Simulation
Adventure
Fighting
Racing
Role-Playing
Other
game?
Creative gameplay
Fun Gameplay
Innovative Gameplay
62
Realistic environment design
Realistic storyline
Entertaining storyline
Graphic visuals
Realism
63
Gameplay
3D graphics
0 days
1-2 days
3-5 days
6 or more days
On the days that you do play video games, how long do you
<1 hour
64
1-2 hours
3-5 hours
>6 hours
To kill time
Entertainment
Social Gaming
65
Do you prefer a fantasy or a realistic theme for a video
game?
Fantasy
Realistic
unrealistic?
Realistic
Unrealistic
reality?
important.
66
Reaching realism in video games should be a driving
capabilities?
Yes
No
dimensional capabilities?
Yes
No
dimensional graphics?
67
When you played, were three-dimensional graphics a
impaired game-play?
graphics?
68