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Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Halleck, Gene B. – Simulation & Gaming, 2008
This article introduces a simulation on bullying that consists of five phases. In the briefing phase, the participants answer a questionnaire about bullying. After they complete the questionnaire, they move on to read simulated news articles (the second phase). Once they finish reading the articles, the participants take part in a talk show. This…
Descriptors: Class Activities, Bullying, Measures (Individuals), Workshops
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills