{"title":"Comments by Reviewers","authors":"","doi":"10.2478/9783110671049-015","DOIUrl":null,"url":null,"abstract":"Videogames are often reported in the popular press as having supposed negative consequences, such as those associated with addiction, violence, and isolation (Ferguson, 2007). However, several studies (dating back to the 1980s) have also shown that there are many positive benefits to be gained from playing videogames, such as improving the hand-to-eye coordination, self-esteem, and even the social interactions of the players (see e.g. Griffiths, 2002, Granic et al., 2014, Wang et al., 2018). The educational benefits of playing videogames has also been well studied and documented (Squire, 2002, Gee, 2003, Squire, 2003, Mayer, 2019), and the potential for videogames to contribute towards scientific education is highlighted in the following quote from Gee (2003, p. 20), who states that:","PeriodicalId":309377,"journal":{"name":"Globafricalisation and Sustainable Development: Research and Researchers’ Assessments, ‘Publish or Perish’, Journal Impact Factor and Other Metrifications","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Globafricalisation and Sustainable Development: Research and Researchers’ Assessments, ‘Publish or Perish’, Journal Impact Factor and Other Metrifications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2478/9783110671049-015","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Videogames are often reported in the popular press as having supposed negative consequences, such as those associated with addiction, violence, and isolation (Ferguson, 2007). However, several studies (dating back to the 1980s) have also shown that there are many positive benefits to be gained from playing videogames, such as improving the hand-to-eye coordination, self-esteem, and even the social interactions of the players (see e.g. Griffiths, 2002, Granic et al., 2014, Wang et al., 2018). The educational benefits of playing videogames has also been well studied and documented (Squire, 2002, Gee, 2003, Squire, 2003, Mayer, 2019), and the potential for videogames to contribute towards scientific education is highlighted in the following quote from Gee (2003, p. 20), who states that:
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在大众媒体中,电子游戏通常被认为具有负面影响,例如与成瘾、暴力和孤立有关。然而,一些研究(可以追溯到20世纪80年代)也表明,玩电子游戏可以获得许多积极的好处,例如提高玩家的手眼协调能力、自尊,甚至是社交互动(参见e.g. Griffiths, 2002, Granic等人,2014,Wang等人,2018)。玩电子游戏的教育好处也得到了很好的研究和记录(Squire, 2002年,Gee, 2003年,Squire, 2003年,Mayer, 2019年),电子游戏对科学教育的贡献潜力在Gee(2003年,第20页)中得到了强调,他指出:
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