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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people. [45] The term gamification, coined in 2002, is not a one-dimensional reward system.

  3. Overjustification effect - Wikipedia

    en.wikipedia.org/wiki/Overjustification_effect

    The term gamification refers to the application of game design elements to non-game contexts [17] in order to drive participation, often with the goal of encouraging greater engagement with the non-game context by providing symbolic rewards such as points, badges, or virtual currency. However, a number of academics and other critics have ...

  4. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...

  6. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    When questioned, children often admit to having physical complaints during too much video game playing, for example pain in the hands and wrists, back and neck. [ 17 ] [ 18 ] [ 19 ] Ergonomic measures could improve postural problems associated with video game playing.

  7. Category:Educational video games - Wikipedia

    en.wikipedia.org/wiki/Category:Educational_video...

    Educational software, as the name implies, are a subset of educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.

  8. Video game addiction - Wikipedia

    en.wikipedia.org/wiki/Video_game_addiction

    Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time.

  9. Violence and video games - Wikipedia

    en.wikipedia.org/wiki/Violence_and_video_games

    Additionally, a survey of 1,102 children between 12 and 17 years of age found that 97% are video game players who have played on the last day, of which 14% of girls and 50% of boys favored games with an "M" (mature) or "AO" (adult-only) rating [14] —and 25% of parents do not check the censor's rating on a video game before allowing their ...