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Digital technology, age, and gaming

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Holmes, WN (2005) Digital technology, age, and gaming. Computer, 38 (11). 108, 106-107. ISSN 0018-9162

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Abstract

Educators could use video gaming technology to deliver the drill and practice that helps students develop the basic academic skills that are essential to the computing profession. The author examines the social nature of video gaming and relates its attraction to personality.

Item Type: Article
Keywords: computing profession, digital technology, entertainment computing, video gaming
Journal or Publication Title: Computer
Page Range: 108, 106-107
ISSN: 0018-9162
Identification Number - DOI: 10.1109/MC.2005.376
Additional Information: A more formal version of this item has been published in the author's book "Computers and People" (Wiley, 2006) as essay 3.2. This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder. Copyright 2005 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
Date Deposited: 20 Jun 2007
Last Modified: 18 Nov 2014 03:17
URI: http://eprints.utas.edu.au/id/eprint/1170
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