Library Open Repository
Digital technology, age, and gaming
Holmes, WN (2005) Digital technology, age, and gaming. Computer, 38 (11). 108, 106-107. ISSN 0018-9162
Cm5Nv0.pdf | Download (404kB)
Available under University of Tasmania Standard License.
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.
|Keywords:||computing profession, digital technology, entertainment computing, video gaming|
|Journal or Publication Title:||Computer|
|Page Range:||108, 106-107|
|Identification Number - DOI:||10.1109/MC.2005.376|
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|
|Item Statistics:||View statistics for this item|
Actions (login required)
|Item Control Page|