Carol Luckhardt Redfield*
Computer Science Department, Mary’s University, San Antonio, TX, USA
*Corresponding Author: Carol Luckhardt Redfield, Computer Science Department, Mary’s University, San Antonio, TX, USA.
Received: July 09, 2020; Published: August 19, 2020
Computer Gaming and Gamification Computer gaming is a multi-billion dollar industry and has been around since the 1970s along with personal computers. On average, young people will put in 10,000 hours of computer game play. They are a voluntary workforce that has the potential to be put to good use. Those who play computer games frequently have been shown to - make decisions faster - focus on more things at one time (6 as opposed to 4) - perform eye-hand coordination tasks better - reduce stress, ease pain and be more active Computer games can be used for many purposes from entertainment and relaxation to serious learning. Gamification is applying what works about gaming to learning such as immediate feedback and a sense that it is ok to fail some. Many companies are applying gamification techniques to training and are seeing increases in sales, service, revenue, collaboration, and learning. Employers are finding that employees will often opt to do more training than is required. Games have been made to learn or practice all sorts of knowledge and skills including all the Core Knowledge top level subjects. Computer games have been shown to be effective for learning in many areas including reading, mathematics, science and business. Even physical skills such as bowling have been shown to be improved with gaming.
Citation: Carol Luckhardt Redfield. “Computer Games Making a Difference". Acta Scientific Computer Sciences 2.9 (2020): 34-36.
Copyright: © 2020 Carol Luckhardt Redfield. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.