Online Gaming Exploring the Perfect Results Now

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The purpose of the present contribution is an exploration of the notion of immersion in online video games and its relation to education on the basis of a number of studies in this field and of our own research we will thus reflect on the links between immersion in a virtual space and supposed or real learning.

  • What types of immersions offer these video games?
  • What does it mean to “immerse you in a virtual world”?
  • Is it necessarily a learning generator?

To carry out this set of questions to which we will not answer definitively as the phenomenon is still recent and research still in progress, we will deviate a moment from child video games and educational software and we will rely primarily on the analysis of video games “pure entertainment” and more precisely still role play on the Internet. The aim here is not to discard the “edutainment” games from the video games set, but to show how games not designed for learning are generators of learning.

The Researches

While some research seeks to demonstrate without any reserve the very clear links between educational games and learning, a number of questions, doubts and reservations remain. Indeed, not only measuring the effects of a video game on the development of a child or an adult poses a certain number of methodological difficulties, but one can also ask a naive question: since software has been designed and thought for learning, it is highly likely that they generate learning, and sometimes keeping playfully the name of “game”.

Our questioning is broader here

To what extent can video games not designed for learning are vectors of learning? For it is perhaps by analyzing what a video game “pure”, that is to say, thought for entertainment, that we can understand the potential of video games as a learning device. Our questioning is broader here. To what extent can video games not designed for learning are vectors of learning? For it is perhaps by analyzing what a video game “pure”, that is to say, thought for entertainment, that we can understand the potential of video games as a learning device. Our questioning is broader here. For the proper games now the options are there from Run 3 unblocked now.

  • To what extent can video games not designed for learning are vectors of learning? For it is perhaps by analyzing what a video game “pure”, that is to say, thought for entertainment, that we can understand the potential of video games as a learning device.

First, we will briefly present online video games and more specifically role-playing games on the Internet, virtual worlds on the Internet in which players live together, cohabit and create communities, which they call “guilds”. We will then analyze the notion of immersion by constructing a grid in terms of spaces based essentially on the analyzes ofManiac (2001) and Walther. Thirdly, it is more broadly the relationship between immersion and learning that we will question.