Video Games in Education: an Analysis beyond Prejudice

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Video Games in Education: an Analysis beyond Prejudice Martina De Castro, Giancarlo Giumini, Martina Marsano, Umberto Zona, Fabio Bocci University of Roma Tre Department of Education 29th June2018, Florence

Table of Contents Video games and aggressive behaviors Violent video games are not linked to aggressive behaviors, researchers say Violent contents in coming-of-age stories Violent video games as educational tools 1/15

Video games and aggressive behaviors Themost mentioned theoriesabout thistopic are: the General Theory of Arousal: video games would increase the level of excitement of the player, who would then transfer this increased energy in theactions heperforms in dailylife; the Theory of Social Learning: claims that behavior is learned through the imitation of attractive patterns and related rewards; the Theory of Catharsis: claims that the vision of violent contents helps to inhibit the possibility that aggressive conduct is effectively determined in real life. 2/15

Violent video games are not linked to aggressive behaviors, researchers say (1/2) One longitudinal study (Markey & Markey, 2014), conducted at Villanova University and Rutgers University, analyzed: changes in sales of violent video games and in the number of violent crimes from 1978 to 2011; monthly changes in sales of violent video games and crimes from 2007 to 2011; the volume of online searches for guides and solutions for violent games and the number of violent crimes from 2004 to 2011; violent crimes following the release of Grand TheftAuto: SanAndreas, GrandTheftAuto IV and Call of Duty: Black Ops. 3/15

Violent video games are not linked to aggressive behaviors, researchers say (2/2) Children, from the age of 7 years, can distinguish between virtual violence played in the context of a game and that acted in thereal world (Malliet, 2006). Aggressive behaviors seem to be more linked to competitive video games than to violent video games (Adachi P., Willoughby T., 2013). Usually, the aggressive behaviors of the players are analyzed only in the 10/15 minutes following the playing session (Przybylski A., Rigby S., & Ryan R., 2010). 4/15

Violent contents in coming-of-age stories The use of the aesthetics of violence and immoral behaviors is a constant in the works of Grimm brothers, Charles Perrault andmanyother authors. Violent and cruel images and contexts were used to stimulate ethical or social reflections. The violent events experienced by the characters generally correspond to tests to be overcome, from which to learn lessons and recognize, if necessary, their mistakes. 5/15

Hansel and Gretel (1812) by Grimm brothers This story develops around the topic of cannibalism, indeed the witch wants to eat the children. 6/15

Little Red Riding Hood (1857) by Grimm brothers In this story, we can find elements linked to pedophilia and cannibalism. 7/15

Bluebeard (1697) by Charles Parrault This story develops around the topic of femicide, indeed Bluebeard is the prototype of the perfect serial killer. 8/15

Violent video games as educational tools As well as coming-of-age stories, video games offer the opportunity to the player to live challenging contexts into a safe and protected environment. Children can explore virtually and without consequences ethical issues such as war, violence, death and war-themed video games can make them more aware of the human and social costs of war. 9/15

Fallout (1997-2015) Fallout: violent action RPG (Role Playing Game), is considered by experts one of the best video games of all time and is set in a post-apocalyptic future, the result of devastating nuclear conflict with which ended a long war to grab the last deposits of oil and uranium. 10/15

Undertale (2015) Undertale: is acclaimed by the critics as one of the most innovative games ever designed, especially for the accurate representation of the characters. The main protagonist is a child, struggling with the exploration of a mysterious underground world, inhabited by monsters that hinder his ascent into the sunlight. 11/15

Watch_Dogs (2014) Watch_dogs: is an open world action game developed by Ubi Soft with a strong cyberpunk connotation and is based on a highly topical plot - the threats to privacy and the importance acquired by sensitive data for the control of people s lives 12/15

Call of Duty (2003-2018) Call of Duty: probably the most popular series of first-person shooter games, in which players are completely immersed in the context of war and have the opportunity to experience it. 13/15

In conclusion The high rate of emotional involvement and the topicality of the issues proposed make violent video games powerful educational and training tools; their sophisticated architecture can catalyze the attention of new generations; this genre of games deserves greater consideration in the pedagogical field. 14/15

References Adachi P., Willoughby T. (2013). Demolishing the Competition: The Longitudinal Link Between Competitive Video Games, Competitive Gambling, and Aggression, Journal of Youth and Adolescence, 42(7), 1090-1104. Egenfeldt-Nielsen S., Heide Smith J. (2003). Playing With Fire. How do computer games affect the player? - Report for The Media Council for Children and Young People, Game Research - The Art, Science, And Business Of Computer Games. Feshbach S. & Singer R. D. (1971). Television and Aggression: An Experimental Field Study, San Francisco, Jossey-Bass. Ferguson C. J., Video Games Don't Make Kids Violent, Time, 7 th December 2011. Ferguson, C. J. et al, (2010).Violent video games, catharsis seeking, bullying, and delinquency: A multivariate analysis of effects, Crime & Delinquency, 60 (5), 764 784. Kutner L., Olsen C. K. (2008). Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, New York, Simon & Schuster. Malliet S. (2006). An Exploration of Adolescents' Perceptions of Videogame Realism, Learning Media and Technology, 377-395. Markey P. M., Markey C.N., French J. E. (2014). Violent Video Games and Real-World Violence: Rhetoric Versus Data,Psychology of Popular Media Culture, 4(4),277-295. Olson C., et al. (2007). Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls, Journal of Adolescent Health, 41(1), 77-83. Przybylski A., et al. (2010). A Motivational Model of Video Game Engagement, Review of General Psychology, 14(2), 154-166. Salonius-Pasternak D., Gelfon H. (2005). The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents, Human Technology, 1(1), 5-22. 15/15

Thank you for your attention! Keep in touch martina.marsano@uniroma3.it