Accompanying the wide-spread availability of performance systems (both computationally and graphically capable), academic research on video had expanded. While a significant portion of it has explored negatives aspects of video games, awareness of it positive applications and effects is not as expansive. A medium that has been around for 4 decades is now projected to take over cable entertainment in the coming period. Gaming has primarily been a form of entertainment but, this paper offers a literary analysis of existing research on feasibility of video games as an apparatus to develop skills used for solving real world problems.
Key words: video games, solving real world problems, entertainment
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