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Video Games for Education, Excercise and Team Cohesion

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Video Games for Education, Excercise and Team Cohesion
Video Games for Education, Exercise, and Team Cohesion
Acacia Jackson
University of Advancing Technology

Abstract
Video games hold so much more potential than as sedentary entertainment for players. A handful of benefits can be garnered from video games including education, exercising, and team cohesion. These benefits can be used by individual players or schools, athletic teams, gyms and clubs. The theory for Games for Activating Thematic Engagement or GATE theory encourages games that foster metacognition and awareness and serves as an excellent paradigm for video educational video games to emulate. There are studies that support that educational video games can be just as effective as traditional teaching methods and in some cases even more effective. Recently video games have been incorporating full body motion into their controls into gameplay. These mechanics have been incorporated most successfully in the Wii and Dance Dance Revolution. These games produce the same effects as exercise while keeping the player engaged, they even have been used to help curb obesity. Sports video games can also be used to teach the finer aspects of the selected sport. Multiplayer video games encourage team cohesion by piquing interest in the group task and integration with the gameplay. While fostering communication with online chat that can be used to strategize. As a whole the team multiplayer experience can be used as a team-building exercise for any type of group.

Pew –pew –pew. A classic video game shooter makes that sound when it is taking out the baddies. Video games are a virtual experience where the player suspends his or her reality for a few hours of entertainment, whether it is a first person shooter, roleplaying or puzzle game. Additionally, video games influence more than just the parts of minds that register fun, and have applications that reach farther than just mere entertainment. Studies have been conducted that measure the behavioral and emotional



References: Anderson, C. A., PhD. (2010). Violent Video Games and Other Media Violence, Part II. Pediatrics for Parents, 26(3), 21-23. Retrieved from http://search.proquest.com/docview/365755060?accountid=38189 Anderson, G Sojo Studios Introduces New Facebook Game for 'Social Good '. (2011). Wireless News, , n/a-n/a. Retrieved from http://search.proquest.com/docview/907128827?accountid=38189 Thompson, D

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