More than three-quarters of American youths have video-game consoles at home, and on a typical day at least 40 percent play a video game. Some academic scholars claim playing games is good for literacy, problem-solving, learning to test hypotheses and researching information from a variety of sources. Others say gaming may be good for understanding technical information but not for reading literature and understanding the humanities. Enthusiasts claim gaming is preparing young people for the knowledge-based workplace. Critics worry that it's making kids more socially isolated, less experienced in working with others and less creative. Experts remain divided about whether addiction to games is widespread and whether violent games produce violent behavior. Increasingly, researchers are studying why games are so engrossing, and some are urging educators to incorporate games' best learning features into school programs.
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CQ Researcher Video Games v.16-40 Bio(s)
Sarah Glazer, The CQ Researcher Sarah Glazer specializes in health, education and social-policy issues. Her articles have appeared in The Washington Post, Glamour, The Public Interest and Gender and Work, a book of essays. Glazer covered energy legislation for the Environmental and Energy Study Conference and reported for United Press International. She holds a BA in American history from the University of Chicago. |



