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When video games were first introduced to the world, they were used for entertainment
purposes only. Over the years, scientists and the players themselves have begun to find more
uses for video games. Video games are revolutionizing the world by not only entertaining, but
also helping in the medicinal world, helping in the military, helping with sports, and even
One of the many ways video games have began to help instead of entertain is in the
medical world. Doctors and many rehabilitation clinics have begun to use video games to help
treat their patients virtually. Game developers have created games that have the player practice
medicinal methods such as surgery so that a surgeon could practice without the risk.
Rehabilitation clinics use video games to assist with their patients needs. Some clinics use
games for long-term therapy, to help recover from carpal tunnel surgery, overcome phobias,
manage PTSD in Iraq veterans, help boxers who suffered brain hemorrhaging, and many other
rehabilitating programs. To address the patients' needs, customized games are created that are
adapted to the patient's capabilities. More clinicians are willing to adopt these methods on the
account of them being low cost compared to older techniques. One clinician that uses this
method is Grigore Burdea, PhD and director of the Tele-Rehabilitation Institute at Rutgers
University. Burdea uses popular game systems for rehabilitating anatomic function in people
affected by stroke and cerebral palsy ("Popular" n.p.). Another study found that playing
computer games can delay the onset of dementia in the elderly. This study found that out of two-
hundred elderly people those who played video games were forty percent less likely to have
memory impairment ("Games" n.p.). Video games have become increasingly helpful in the
medical world.
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Video games have become useful recently for the United States armed forces. The Air
force recently purchased two thousand Playstation3 consoles, which they intend to link together
and build a super computer to run Linux, a free open source operating system, which will be
used to develop a high definition imaging system for radar. The Air Force decided to use these
specific consoles because it would cost them one tenth as much as a regular supercomputer
would. The armed forces have also started to use war games as military recruitment and training
tools ("Science" n.p.). They have begun to use video games to teach teamwork, flying controls,
safety, how to control submarines, and leadership (Prensky 23). They have found that video
games can also help the soldier learn to aim (27). When they train the soldiers, they have found
that it is useful for small infantry teams and Special Forces. One game that helps the armed
forces train is "America's Army." This game helps get the soldiers use to using anti-tank
weapons like the Bradley, Javelin, and CROWS (Jean 164). One branch of the armed forces that
uses this is the National Guard. Video games are commonly used to train the soldiers because it
is quicker, they can train with other soldiers anywhere in the world, can allow secret training,
and is quicker than gathering everyone (165). The first war game made to help the armed forces
was created in the Army Operations Research office in Maryland at the Johns Hopkins
University; the game was named "Air Defense Simulation." "Carmonette" was another video
game series that was created in 1953 which also helped train the soldiers (166). Training with
video games makes the training process less risky more enjoyable and helps keep the trainees
motivated. The training has been known to help train better soldiers and helps bring in more
recruits as well. According to a study, twenty percent of West Point attendees played prior to the
recruitment and twenty to forty percent of recruited soldiers also played games before (167).
The military believes that video games are the future soldier trainer and that next gen
systems are becoming future soldier training systems. They believe this because they have found
that training with video games could extend normal training without fatigue. Trainees could also
play against online competitors for better training against real people instead of just playing
against computer-controlled enemies. The training is also unique because the training games
have “re-playability”, which allows the trainee to replay the game with different outcomes each
time (166-168). Research shows that ten hours of gaming has a positive impact on visual acuity,
which increases the amount of information the trainee takes in by twelve percent. This could
help when a soldier gets in a “sticky situation” in a real war because some games simulate
situations that could be found in an actual war and teach the soldier how to survive in these
situations. Many games are also creating game reports that tell the soldier how he did so that he
can make fewer mistakes the next time he trains (166-167). Game creators are currently working
on military games for cell phones so that soldiers can train anytime and anywhere (168). Many
games are created for military use only, and are then “re-tooled” and sold to the casual gamers
for entertainment. This is an attempt to get them interested in war for possible recruitment (166).
Violence in video games helps reduce violence in the real world. Fighting games have
been found to help the player release aggression and help reduce stress by putting the player in
the fighter's body where each button on the controller controls a different limb of the fighter.
Research confirms this because as violent video game sales increase the amount of violent
crimes in the country decreases (Herold 172-174). Violence in video games helps to reduce
Video games have become an increasing influence in sports. There are many different
sports games that are available everywhere. Some of the bigger names in the sports games are
“Madden”, football, “Fifa” soccer, NHL hockey, and “NBA Live” basketball. Each of these
franchises releases a game every year and have become the most popular sports games available.
Kids who have never actually participated in these sports out side of the video games have the
chance to learn these sports, which could be new to them, by playing the newest game that was
released for that particular franchise. These games allow the child, or even adults who do not
know a lot about the sport, to learn new sports and possibly play them with their friends outside
of the game (Hayes 74). This is one of the most common reasons that athletes start to play a
sport (68). Sports games tend to motivate kids to play the sports that they play in the video
games because they have learned what it is and want to try it out for themselves (70). Video
games help introduce sports to younger children and motivate them to go out and try it for
themselves.
Video games teach the smaller aspects sports as well. Playing a sport requires the athlete
to learn a lot of terminology. If the athlete is new and does not know most of the terminology,
they can play the game that is based on the sport they play and learn the terminology easier.
Many of the games available contain a training zone for new players where they can learn the
basics of that sport. In the training areas, the game helps define terminology that is used
frequently in that sport. To allow the player to learn terminology while playing, the game has a
built in A.I., known as the Artificial Intelligence, that uses terms that are commonly used in the
Another aspect that is taught in games is one of the most important aspects athletes need
to learn if they plan on actually playing the sport, teamwork. All sports require the player to use
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a lot of teamwork because that is what a team is based on. All sports games require this as well
so that the player can learn to use it (71). If a player does not use teamwork they will usually
suffer a loss and have to learn from their mistakes. If a player does not know what teamwork is
then the game will teach them how a team functions, player roles, and the importance of unity in
a team (74). Sports games also teach players how skills affect how an athlete plays (75). Along
with showing this they also teach the player new skills they can use when they play the sport and
allows them to rehearse these skills without risks. When rehearsing the skills in the game it
allows the player to see virtual people execute the skills perfectly. Playing sports games allows
the players to practice the skills they have learned with fewer risks to their self-esteem and
physical safety (69). Many sports require strategy to outwit your opponent and win the game
showing that your team was superior. Playing video games can teach players the fundamentals
of strategy. Video games also allow the player to learn new strategies and become aware of
strategies that their competitors might use (68). If the player wants to practice what they have
learned, they can face the A.I. If they beat the A.I. and found it to be too easy, they are able to
raise the level of difficulty and try again, this provides challenge to make the player better (73).
Current cognitive theory supports the notion that the mind works by storing records of
actual experiences and constructing intricate connections among them. From this perspective,
human understanding consists of how people imagine, or simulate an experience in a way that
prepares them for the actions they need and want to take in order to accomplish their goals. This
notion of understanding is implicit in the use of mental-skills training in athletics, which engages
directed actions within compelling virtual environments, video gaming can help players develop
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these mental models, or simulations of experience, in a more concrete and embodied sense than
When an athlete is getting ready for a game, they try to create a mental image of success
so that they have a goal to thrive for. Video games simulate these images in video so that the
athlete can see it on the screen rather than picturing it in their head (67). Some coaches are
starting to use video games to help better their team. Many coaches are taping practices and
games and replaying it to the players so that they can see their mistakes and fix them. The
coaches that use video games to do this show the play being attempted by virtual people
perfectly and help the players connect with the play by having them "get in the body of the
virtual player" (68). When the players see the plays being performed, they memorize them and it
helps them make faster decisions during their actual performance (67). If a player makes a
mistake the coach can use both video and video games to improve the player by pointing out the
mistakes the player is making and show them what they should be doing by using the game.
This helps tie observation and analysis to practice (68). Video games have become increasingly
Over the past couple years video games have evolved from being known as entertainment
for kids to being used for educational purposes in schools and in homes. “Academic researchers
at the University of North Carolina Wilmington (UNCW) have concluded that educational video
games positively influence student achievements and significantly affect student attitudes and
self-efficacy toward the study of mathematics.” UNCW conducted a sixteen week research
study to prove that educational video games can affect a child's attitude toward certain school
topics positively. The participants in the study were two-hundred and fifty middle school
students, ten middle school mathematics teachers, and two computer resource teachers from four
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schools located in Southeastern North Carolina. Over ninety percent of the participants said that
most of the games were enjoyable. Sixty seven percent of the participants felt that the games
were at their level of difficulty and eighty nine percent of them believed that the game allowed
them to demonstrate most of their mathematical skills and knowledge. The games used in
UNCW's study were created to use important math concepts in a series of first-person action
adventure missions that contain three-dimensional graphics, sound, animation, and story-lines
similar to those use in everyday video games. Students can practice and perfect what they
learned in their math class by solving the middle school math and algebra lessons that were
embedded throughout the game. League of Scientists currently uses math and science
curriculums for elementary, middle, and high school students. These games are currently being
used in many school districts nationwide. Some of the school districts using these games in their
curriculums include New York City Public Schools, Chicago Public Schools, Broward County
Public Schools, and Fort Worth Independent School District in Texas. “Research has show that
ninety percent of teenagers play video games, and that the amount of time gamers devote to
playing video games is three times greater then what they devote to any other activities. So
imagine what could be accomplished in a classroom where serious educational video games are
readily available” (UNC n.p.). Over the past couple of years video games have become a utility
in modern education.
Applying video games to education can help improve students' knowledge of science and
possibly motivate them to pursue a career in the scientific field. The League of Scientists is a
free to play two-dimensional game created with young learners in mind. “The League of
Scientists' will help engage students on a new level of learning and will reinforce science as an
exciting and interactive field.” This game allows players to compete against each other in a
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with Tabula Digita and the International Society for Technology in Education to create this game
with the purpose of helping students improve their knowledge of science and “broaden the
appeal of science as an exciting career path.” The League of Scientists includes four games: Lab
Rat Race, Beaker Blast, Butterfly Boss, and Circuit Center. The science used in their games
were provided by the International Society for Technology in Education and allows a teacher to
introduce or practice life science, earth and space science, or physical science into their
curriculum (Tabula n.p.). Video games applied to modern education can help improve students;
knowledge of science.
Video games in modern education can improve the knowledge of history that students
possess while keeping them interested. The Federation of American Scientists was formed in
nineteen forty five and in two thousand seven they started working on a video game named
Discover Babylon where the “player journeys through Mesopotamian time using their math,
reading and writing skills to take down a renegade scientist.” Waiters Art Museum in Baltimore
and UCLA's Cuneiform Digital Library Initiative allowed FAS to use three-dimensional photo-
realistic replicas of the museum objects in their game so that users learn accurate historical and
scientific information in their journey (Discover 1). Video games in modern education can
When video games were first introduced to the world, they were used for entertainment
purposes only. Over the years, scientists and the players themselves have begun to find more
uses for video games. Video games have begun to revolutionize the world by not only
entertaining the players when they have free time but more importantly they provide therapeutic
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value in the medical world, have become training tools for the military, serve as motivation and
training factors for sports, and can improve students' knowledge of basic subjects in education.
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Works Cited
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Hayes, Elisabeth and Silberman, Lauren. “Video Games Can Enhance Sports Performance and
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Herold, Charles. “Violence in Video Games Reduces Violence in The Real World.” Video
Games Gen. Ed. Laurie Willis. New York; GreenHaven Press, 2010. 169-174.
Jean, Grace. “Video Games Are Good Training Tools For The Military.” Video Games Gen.
“Popular Technology Becoming Part of Modern Medicine.” Oncology Nursing News. July-
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<http://www.find.galegroup.com>
Prensky, Marc. “Video Games Help Children Learn.” Video Games Gen. Ed. Laurie Willis. New
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<http://www.find.galegroup.com>
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"Tabula Digita Rolls Out 'League of Scientists' Video Game." Entertainment Close-up. August
<http://www.find.galegroup.com>
"UNC Wilmington Releases Study: Educational Video Games Positively Influence Student