A game is defined by rules and measured by a quantifiable outcome. In general, a game is a system within which players traditionally engage in an artificial conflict, trying to solve a specific problem. There are several definitions of a “game”. In the present chapter we both, address the potential for psychology originating from the inclusion of technology and discuss problematic aspects of games as well as ethical concerns. The progress of technology (especially virtual reality) offers possibilities for psychologists of integrating playful elements in virtual reality (serious games). modeling problematic situations with the help of plasticine, building blocks, paper and felt pens etc.). According to our experience, playfulness in psychological intervention can dramatically increase insight processes in patients (e.g. Games have a spontaneous quality, a potential for joy and flow, and are characterized by intrinsic motivation. And yet, it expresses our novel approach to use virtual realities (VR) in combination with the playful motivating character of digital games for clinical-psychological learning purposes. Some would not expect a quote like this in a famous and heavily discussed game like “World of Warcraft” ®. And I have prided myself on my ability to learn”. " The beginning of wisdom is the statement 'I do not know.' The person who cannot make that statement is one who will never learn anything.
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