Students and Video Game Players

Moisy Magali
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Abstract

Some studies show that video games are used in teaching (Foreman 2004) and others report on players learning through their leisure activities online (Perriault 1987; Berry 2007), as formerly was the case through ordinary games. Even though the latter have been recognized by many researchers as leisure activities (Natkin 2003; Lafrance 2006), they were already used as learning tools (Brougere 1995, 2004). However, since the beginning of time, play has been more or less directly opposed to work (Caillois 1967; Henriot 1989). The term "work" can be related to the notion of school work for children and adolescents, and to academic work for young adults. But, if for the former, parental and teacher supervision proves to be sufficient so that game playing does not encroach too much upon school work, what are the effects when institutional and parental frameworks are less evident? Such is the situation in which most university students who play video games find themselves. In fact, recent studies mention the risk that these young adults who play on the Internet could potentially put less effort into their studies to spend more time playing on-line games (Valleur 2003; Griffiths 2004). This paper presents part of the results of a study being done for a doctoral degree in Education, using a psychoanalytically-oriented clinical approach (Blanchard-Laville, Chaussecourte, Hatchuel et Pechberty, 2005). My research analyzes students' psychological investment in video games and their game-study relationship. The objective is to show, through the in-depth analysis of three non-directive interviews done with student gamers, how video games are experienced as leisure tools, but also as learning tools at the same time. For the first two students, their intensive use of video games, which became their object of study for a time, was transformed into what we can call addictive. However, in the end this particular experience of video games permitted them to better come to know themselves. As regards the third student, video games are for her as for her mother informal tools for leisure and learning which do not conflict with her studies.
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学生和电子游戏玩家
一些研究表明,电子游戏被用于教学(Foreman 2004),其他研究报告称,玩家通过在线休闲活动学习(Perriault 1987;Berry 2007),就像以前通过普通游戏一样。尽管后者已被许多研究人员认为是休闲活动(Natkin 2003;Lafrance 2006),它们已经被用作学习工具(Brougere 1995,2004)。然而,从一开始,游戏就或多或少地与工作直接对立(Caillois 1967;Henriot 1989)。“工作”一词可以与儿童和青少年的学校工作概念有关,也可以与年轻人的学术工作有关。但是,如果对于前者来说,父母和老师的监督证明是足够的,这样游戏就不会过多地侵犯学校作业,那么当制度和父母的框架不那么明显时,会产生什么影响呢?这就是大多数玩电子游戏的大学生所处的情况。事实上,最近的研究提到了这样一种风险,即上网的年轻人可能会把更少的精力放在学习上,而把更多的时间花在玩网络游戏上(Valleur 2003;格里菲思2004)。本文介绍了为获得教育学博士学位而进行的一项研究的部分结果,该研究采用了以精神分析为导向的临床方法(Blanchard-Laville, Chaussecourte, Hatchuel et Pechberty, 2005)。我的研究分析了学生对电子游戏的心理投入以及他们的游戏-学习关系。通过对学生玩家进行的三次非指导性访谈的深入分析,我们的目标是展示电子游戏是如何作为休闲工具同时也是学习工具的。对于前两名学生来说,他们对电子游戏的大量使用,一度成为他们的研究对象,已经变成了我们所说的上瘾。然而,最终这种特殊的电子游戏体验让他们更好地了解自己。至于第三个学生,电子游戏对她和她母亲来说都是休闲和学习的非正式工具,与她的学习并不冲突。
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