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Learning from Video Games (and Everything Else): The General Learning Model
Paperback / softback
Main Details
Title |
Learning from Video Games (and Everything Else): The General Learning Model
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Authors and Contributors |
By (author) Douglas A. Gentile
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By (author) J. Ronald Gentile
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Series | Elements in Applied Social Psychology |
Physical Properties |
Format:Paperback / softback | Pages:75 | Dimensions(mm): Height 229,Width 151 |
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Category/Genre | Computing and information technology |
ISBN/Barcode |
9781108965934
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Classifications | Dewey:794.8019 |
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Audience | |
Illustrations |
Worked examples or Exercises
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Publishing Details |
Publisher |
Cambridge University Press
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Imprint |
Cambridge University Press
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Publication Date |
23 December 2021 |
Publication Country |
United Kingdom
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Description
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.
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