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ANALYSIS OF STUDIES FOCUSED ON RESEARCH OF COMPUTER GAMES’ INFLUENCE WITH AN ACCENT ON EDUCATION AND PEOPLE’S PSYCHICS
Palacký University (CZECH REPUBLIC)
About this paper:
Appears in: ICERI2016 Proceedings
Publication year: 2016
Pages: 33-40
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.1007
Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain
Abstract:
Issues linked to computer games and its effect on human were in many aspects already solved in a number of researches which are analyzed in the article. We see the computer games mainly as a means of education and a factor influencing human psychics. Topical researches and their conclusions are constructively criticized while we strove to provide more general conclusions. In science, these approaches are known as a meta-analysis. Via meta-analysis, discovered findings are more valuable since they are free from influences that may have an uncontrollable effect during individual investigations. We discovered that computer games, despite some critical studies, influence (under certain circumstances) i.a. development of imagination, perspective, creativity and coordination, memory, attention and concentration, critical thinking, multitasking, endurance and patience, or they can improve pro-social behavior, develop computer literacy and practical skills. However, it is necessary to admit that there are many variables that are influencing these processes and that need to be taken into account. Apart from the positive effects, there are undoubtedly also negative effects of computer games that contribute to the development of aggressive and violent behavior, and also to the development of health issues – head ache, back ache, burning eyes, dry eyes, red eyes and even eye diseases, or risk of wrist injury. Additionally, the risk of obesity development and addiction behavior in connection to computer games is also rising. In conclusion, we deduce further research perspectives with regard to our findings.
Keywords:
Computer games, research, education, psychics.