Violent video games as exemplary teachers: A conceptual analysis

被引:120
作者
Gentile, Douglas A. [1 ,2 ]
Gentile, J. Ronald
机构
[1] Natl Inst Media & Family, Minneapolis, MN 55454 USA
[2] Iowa State Univ, Dept Psychol, Ames, IA 50011 USA
关键词
video games; educational psychology; violent video games; instruction; media effects;
D O I
10.1007/s10964-007-9206-2
中图分类号
B844 [发展心理学(人类心理学)];
学科分类号
040202 ;
摘要
This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games.
引用
收藏
页码:127 / 141
页数:15
相关论文
共 88 条
  • [1] Anderson C.A., 2003, Handbook of Social Psychology, P296, DOI [10.4135/9781848608221.n12, DOI 10.1146/ANNUREV.PSYCH.53.100901.135231]
  • [2] Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
    Anderson, CA
    Dill, KE
    [J]. JOURNAL OF PERSONALITY AND SOCIAL PSYCHOLOGY, 2000, 78 (04) : 772 - 790
  • [3] The influence of media violence on youth
    Anderson, CA
    Berkowitz, L
    Donnerstein, E
    Huesmann, LR
    Johnson, JD
    Linz, D
    Malamuth, NM
    Wartella, E
    [J]. PSYCHOLOGICAL SCIENCE, 2003, : 81 - 110
  • [4] An update on the effects of playing violent video games
    Anderson, CA
    [J]. JOURNAL OF ADOLESCENCE, 2004, 27 (01) : 113 - 122
  • [5] Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
    Anderson, CA
    Bushman, BJ
    [J]. PSYCHOLOGICAL SCIENCE, 2001, 12 (05) : 353 - 359
  • [6] Anderson CA, 2007, VIOLENT VIDEO GAME E
  • [7] Anderson J., 1983, The architecture of cognition
  • [8] [Anonymous], 1993, FUNDAMENTALS COGNITI
  • [9] [Anonymous], 1981, PSYCHOL LANGUAGE
  • [10] [Anonymous], 2001, E DESK REV RECENT EV