Home|Journals|Articles by Year|Audio Abstracts
 

Research Article

EEO. 2021; 20(1): 1939-1943


How video games impact the skill of solving real world problems

Vikrant Thapliyal, Dr. Hirak Dasgupta.




Abstract

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






Full-text options


Share this Article


Online Article Submission
• ejmanager.com




ejPort - eJManager.com
Refer & Earn
JournalList
About BiblioMed
License Information
Terms & Conditions
Privacy Policy
Contact Us

The articles in Bibliomed are open access articles licensed under Creative Commons Attribution 4.0 International License (CC BY), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.