Learning From The Virtual World

Essay by NotoriouzUniversity, Bachelor'sA-, June 2009

download word file, 8 pages 0.0

The entertainment industry includes massive industries such as music or movies. Yet, the video game industry is growing every year and eventually will become the biggest component of the entertainment industry. Proof of this is the blockbuster movie Spider-Man 3 grossed $151 million for its opening weekend, but sales of Xbox 360's Halo 3 took in $170 million on the first day (McDougall, 2007). Video games are not only for entertainment purposes only; they also serve as a means for therapy for children. For instance, to help strengthen the hand, victims of upper-limb burning played video games (Griffiths, 2006). This is an ingenious way for a patient to rehab and also ease the pain as the patient's attention is on the video game. If a video game can be a form of rehabilitation, what else can a video game offer? James Paul Gee (2003, p. 1) points out that video games "incorporates a whole set of fundamentally sound learning principles."

In video games one can benefit from team situations, learn skills to problem solve obstacles inside the game and apply it outside, use it as means of training such as in the military, and even get fit with video games. Video games are useful resources, and one should start taking advantage of the things they have to offer.

Team situations in video games can immensely help one with learning to communicate and work as a team. For instance, one may need assistance with defending the base in an online game of Call of Duty 4: Modern Warfare. One needs to communicate this event to their teammates through Xbox Live whether it is instant messaging or speaking into a headset, or eventually the opposing team will enter the base and capture the territory. This example shows that the need forcommunication is...