Likewise, a unified research paradigm CogniŃie, Creier, Comportament / Cognition, Brain, Behavior
Copyright © 2007 Romanian Association for Cognitive Science. All rights reserved.
ISSN: 1224-8398
Volume XI, No. 1 (March), 131-142
VIDEO GAME RESEARCH IN COGNITIVE AND
EDUCATIONAL SCIENCES
Cyril REBETEZ*, Mireille BETRANCOURT
Department of Psychology and Educational Sciences, Geneva University,
Geneva, Switzerland
ABSTRACT
This work reviews several aspects of the growing research field interested in video games. First, the evolution of this media in the and methodologies to carry on reliable research on video games has to be developed.
KEYWORDS: video games, simulation, education.
In the last decades, video games have been increasingly appealing not only as an entertainment for children and adults, but also as an object of interest in academic research. A large body of studies investigated the potential of information technology as tools for learning, and particularly of games specifically designed for educational purposes. Recently, a growing interest has appeared for the potential of mainstream games in education
References: Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and life Bandura, A. (1986). Social foundations of thought and action: a social cognitive theory Csikszentmihalyi, M. (1992). Flow: the classic work on how to achieve happiness Dempsey, J. V., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: implications and 99 sources Durkin, K., & Barber, B. (2002). Not so doomed: computer game play and positive adolescend development Egenfeldt-Nielsen, S. (2005). Beyond edutainment: exploring the educational potential of computer games Ferguson, C. J. (2007). Evidence for publication bias in video game violence effects literature: A meta-analytic review Feshbach, S., & Singer, R. D. (1971). Television and aggression: an experimental field study French, J. W., Ekstrom, R. B., & Price, L. A. (1963). Kit of reference tests for cognitive factors Gee, J. P. (2003). What video games have to teach us about learning and literacy Gentile, D. A., & Gentile, J. R. (2005). Violent video games as exemplary teachers Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of video game habits on adolescent hostility, aggressive Gentile, D. A., & Stone, W. (2005). Violent video game effects on children and adolescents: a review of the literature Goldstein, J. (2005). Violent video games. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies Green, S. C., & Bavelier, D. (2003). Action video game modifies visual selective attention Green, S. C., & Bavelier, D. (2006). Enumeration versus multiple object tracking: the case of action video game players Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Griffiths, M. (1999). Violent video games and aggression: a review of the litterature Griffiths, M., & Hunt, N. (1998). Dependance on computer games by adolescents Herz, J. C. (1997). Joystick nation: Little Brown & Co. Kearney, P. R. (2005). Cognitive Callisthenics: do FPS computer games enhance the player 's cognitive abilities Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning (No Larose, F., Bédard, J., Grenon, V., & Palm, S. B. (2005). The recourse to educational games software in high school educational intervention: Lieberman, D. A. (2001). Using interactive media in communication campaigns for children and adolescents Lombard, M., & Ditton, T. B. (2000). Measuring presence: a literaturebased approach to the development of a standardized paper-andpencil MacMahan, A. (2003). Immersion, Engagement, and Presence: A method for analysing 3-D video games Mayer, R. E. (Ed.). (2005). The cambridge handbook of multimedia learning Mayer, R. E., Dow, G., T, & Mayer, S. (2003). Multimedia learning in an interactive self-explaining environment: what works in the desing of McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games McGonigal, J. (2007). The puppet master problem: Design for real-world, mission-based gaming Moreno, R., & Mayer, R. E. (2005). Role of guidance, reflection, and