Keweidic@syr.edu
Video Games:
·
Are a waste
of time
o
Video games are works of art. They are feats of
visual imagery, film, and logic. (Daley, 2011)
·
Cause
violence
o
In their
book Grand Theft Childhood, Lawrence
Kutner and Cheryl K.
Olson found that video games help children and teenagers learn “collaboration,
problem-solving, teamwork, and coping
with negative emotion. (Levine, 2009)
o
A study
performed by the U.S. Department of Justice Office of Juvenile Justice and
Delinquency Prevention found that between the years 1994 and 2000 when videos
became popular that violent crimes in juveniles ages 15-17 dropped 44% and in
young adults ages 18-24 dropped 24%. (Theirer, 2003)
·
Don’t
promote learning
o
Typically
about half of gaming in school libraries is recreational, while the other half
is designed to support the curriculum. (Nicholson, 2012)
o
Video games
promote ”meaningful learning – including critical thinking, problem solving,
decision making, and intertextuality” (Hommel, 2010).
·
Cause
antisocial behavior
o
“Many
libraries are now using video games as an infrastructure to provide transformational experiences for traditional nonusers in order to connect with
them on a personal level. When this happens, these connections become just as
powerful as the ones today's adults experienced in their youth, and they give
these teens that same sense of engagement with their libraries.” (Levine, 2009)
o
“A key way
in which games differ from other forms of media is that they are participatory,
and this participatory nature creates the opportunity for the library to create
connections between users through facilitating shared experiences.” (Nicholson,
2012)
Resources:
Daley, M. (2011). Using Video Games to Embrace Inquiry:
Learning for Life Through Fun. Knowledge Quest, 40(1),
66-69
Hommel, M. (2010). Video Games
and Learning. School Library Monthly, 26(10), 37-40.
Levine, J. (2009). Gaming, All
Grown Up. American Libraries, 40(8/9), 34-35.
Nicholson, S. (2012). Time to
Play: Recreational Gaming at Libraries. ILA Reporter, 30(4),
12-15.
Thierer, A. (2003). Regulating
Video Games: Must Government Change Mind Our Children?. Cato Institute:Tech Knowlegde. http://www.cato.org/publications/techknowledge/regulating-video-games-must-government-mind-our-children
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