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Isabela Granic, Adam Lobel, Ruter C.M.E. Engels.

"The Benefits of Playing Video Games"


American Psychologist 69 (66-78). Print.
This source talks about the cognitive and emotional benfits playing games themseves has on people.
Playing fast paced action games can improve attention allocation, spatial resolution in visual
processing, and enhance mental rotation abilities. Also they improve problem solving skills if
though is encouraged by the game. Also games can elicit some of the most positive emitional
experiences known, such as extreme priade after suceeding, or a state of extremely concentrated
attention known as flow that gives players a very high sense of self contorol.
APS Healthcare Inc, Silver Spring MD. "The Importance of Community". PDF.
A sense of cohevieness among a group defines a community. Communities server as support
systems, and offer camraderie to members. Belonging tends to make people happier.
Canadian Institute for Advanced Research. "Group memberships boost self-esteem more than
friends alone." ScienceDaily. ScienceDaily, 15 June 2015.
Group membership offers friendships, a felling of belonging, sense of social identity, social
engagement, self-esteem, connection etc. Having friendships alone cannot offer all of these social
and emotional benefits. Being part of multiple groups actually increases a sense of social identity
even more. Being a member of a group only has these postiive effects if it contributes to there social
identity.
Dewar, Gwen. "The effects of praise: What scientific studies reveal about the right way to praise
kids". Parenting Science. Parenting Science. 2008.
Praise from parents can influence the attitudes and self-beleifs that children develop. Children
praised for intelligence, competitive standing, or other attributes they may view as unalterable or
external to themselves may begin to see failure as something to be feared. They value preformance
goals over learning, and often develop helplessness or self-sabatauging tendencies if they come to
greatly value their parents high appraisal of intellignece or their placing reletive to their peers.
Children praised for things that are within their control, like effort, hard work, mastery of a skill, or
the strategies they developed do not come to fear failure, but see it as an oppertunity to improve or
learn, or a sign that they could apply more effort, or use a different strategies. It encourages them to
improve their preformance instead of trying to protect an image.
Claudia M. Mueller, Carol S. Dweck. "Praise for Intelligence Can Undermine Children's Motivation
and Preformance". Journal of Peroanlity and Social Psychology 75 (33-52). Print.

"Self-Theories (Dweck)". Learning-Theories. Web. 6th December 2015.

Kiang, Douglas. "Use the Four Gamer Types to Help Your Students Collaborate". Edtechteacher.
Edtechteacher. Web. 6th December 2015
The bartel test is used to classify people who play video games into four categories based on their

primary motivations for playing. There are explorers, killers, socializers, and acheivers. Explorers
enjoy learning new things about the game world and interacting with it, killers enjoy competition
and playing against others, socializers enjoy forming relationships and communities, and acheivers
enjoy gaining experience points, leveling, or similar preformance based advances.