Title: Learning by gaming: facts and myths

Authors: Tobias Vaegs, Darko Dugosija, Stephan Hackenbracht, Anna Hannemann

Addresses: RWTH Aachen University, Distributed Systems Group, Chair of Computer Science 4, Ahornstrasse 55, 52074 Aachen, Germany. ' RWTH Aachen University, Informatik 5 (Information Systems), Ahornstrasse 55, 52074 Aachen, Germany. ' RWTH Aachen University, Informatik 5 (Information Systems), Ahornstrasse 55, 52074 Aachen, Germany. ' RWTH Aachen University, Informatik 5 (Information Systems), Ahornstrasse 55, 52074 Aachen, Germany

Abstract: Gaming has undergone a transition from a niche hobby to a part of everyday culture. This transition, along with the advance in the use of the internet, has created a new kind of social environment, commonly known as virtual life. This paper presents the survey results of over 1000 gamers worldwide, in which they tell us how gaming affected their lives – both virtual and real – with regard to their career, relationships and social life. The analysis of the answers disproves common stereotypes about gamers, shows areas where gaming can very well be beneficial and where there are still problems.

Keywords: video games; online games; learning by playing; soft skills; transferable skills; motivation; conflicts; social skills; careers; relationships; communities; technical competence; gaming; virtual life; social life; gamers.

DOI: 10.1504/IJTEL.2010.031258

International Journal of Technology Enhanced Learning, 2010 Vol.2 No.1/2, pp.21 - 40

Available online: 27 Jan 2010 *

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