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SYNTHESIS MATRIX

INTRODUCTION Collins English Ceranoglu (2010)


Dictionary(2012)

Definition and statics Video games is defined as -97% of American teens


any of different interactive between the age of 12 and 17
games played utilizing a playing video games every
specific electronic gaming day is proved in the present
gadget or a computer or cell research (p.1)
phone and a TV or other
-In 1958, the first computer
display screen, alongside a
game highlighting a round of
way to control realistic
reenacted tennis, which
pictures
diverted people to
Brookhaven National
Laboratory was displayed on
a screen (p.1)

POINT 1 Moyer & Messer (2014) Granic, Lobel and Engels Sajjad, Abdullah, Sharif and
(2014) Mohsin (2014)

Health -To give good healing aura -Playing puzzle video gamesThe viability of utilizing PC
and enthusiastic expression. can improve players moods,
amusements with respect to
(p.2) promote relaxation, and ward
emotional well-being of
off anxiety (p.71) patients including the
treatment for tension issue,
-Recovery treatments to fear, fixation, gloom and so
expand wellness, and inactive -The case of Re-Mission forth. (p.2)
diversions increment well (Kato, Cole, Bradlyn, &
being related learning and Pollock,2008), a video game
energize star well being designed for child cancer
practices. (p.2) patients. (p.73)

POINT 2 Granic, Lobel, and Engels Mitchell and Moyer & Messer (2014)
(2014) Savil-Smith(2004)

Motivation Children develop beliefs Games are played to win or To expand motivation,
about their intelligence and achieve a goal The key to attention/engagement,
abilities, beliefs that underlie motivation is winning while learning, or physical
specific motivational styles remaining challenged (Becta adequacy
and directly affect 2001, page 1). They
achievement.(p.71) motivate via fun, part of
the natural learning
process in human
development
POINT 3 Squire (NA) Ritterfeld & Weber(2005)

Game skills Players are in control of their To accentuate the flexibility


actions,actively, seek after of computer game innovation
their own specific to explicitly enhance
objectives(p.1). impairments or disabilities

POINT 4 Ceranoglu (2010) Freitas (2006) Ritterfeld & Weber (2005) Whitbourne, Ellenberg,&
Akimoto (2013)
Soft skills The player may rehearse Simulations, Reproductions, The advancement of To enhance scores on trial of
learned social and basic and all the more as of late socio-emotional skills mental revolution that held
speculation capacities. diversions, have been utilized should be increased on for no less than a while in
(p.141) all the more oftentimes to the wake of preparing.
practice situations and
abilities ahead of time of
taking up an expert
employment opportunity
(p.8).

POINT 5 Rankin, Gold, and Gooch Ritterfeld and Weber (2005)


(2006)
Education -Playing computer games Computer games likewise
gives a majority rule learning assess and change procedures
environment for the players for information securing,
which is truly helpful for critical thinking or other
both self observer and learning process (p.404)
outgoing individual (p.2).
-Computer games likewise
really go about as impetus for
enhance understudies
syntactic and conversational
skill(p.2)

POINT 6 Taylor (2014) Vallerand, Donahue, and Ritterfeld and Weber (2005)
Lavigne(2009)
Entertainment Computer games are Gaming is a source of Vorderer et al (2004) said
universal and appreciated by pleasure, entertainment, and that satisfaction in
individuals of any age. They amusement play may come
permit individuals crosswise harmless distraction (p.1). about because of (a) tactile
over town or in another state joy; (b) tension, excite, and
or nation to have a great time alleviation; or (c)
and interface in an immersive accomplishment, control,
and connecting with away. and self- efcacy
There are numerous reasons
why computer games go
about as diversion. (para. 1)

POINT 7 Boot et al. (2008) Ritterfeld and Weber (2005) Rankin, Gold, and Gooch
(2006)
Cognitive benefits Video game helps in Video games help Students cognitive abilities
improving cognitive abilities enhancement in cognitive which would transformed to
(p.387). skills. learning process can be
improved by playing
computer games (p.1)

Counter Argument Rooij et al. (2010) Disadvantages of Playing Tews (2013)


Video Games (2004)

Video game players spends Computer games are Spending many hours in
many hours on online addictive. All you think about front of a screen and not
gaming.Thus it is identied is moving forward to the next enough social interaction
as a group of addicted heavy level. You sit and play for a
online video gamers (p.210). long time and disregard
everything else.

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