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Some positive effects of online gaming

Published: 14 June 2006 Publication History

Abstract

We believe that Internet and computing technology have reached the stage where online games can offer an experience that is qualitatively different to what has gone before. To test how exposure to modern games could be of benefit to players, we recruited 12 subjects to play the MMORPG (Massively Multiplayer Online Role Playing Game) "Nobunaga no Yabou Online", collecting data over two months. We evaluated subjects before and after playing, using psychological tests and tests of communication skill, typing skill and knowledge of the Internet and of online games. While the psychological tests showed no significant changes in the subjects' state of mind, there were measurable improvements in online communication skill, typing skill and knowledge, with the largest increases experienced by the subjects with least Internet experience.

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  • (2019)High school students involved and not involved in MMORPG: Creativity and innovativenessInternational Journal of Cognitive Research in Science, Engineering and Education10.5937/IJCRSEE1902029M7:2(29-39)Online publication date: 2019

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                        cover image ACM Conferences
                        ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
                        June 2006
                        572 pages
                        ISBN:1595933808
                        DOI:10.1145/1178823
                        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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                        Publication History

                        Published: 14 June 2006

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                        Author Tags

                        1. MMORPG
                        2. communication
                        3. online games
                        4. psychology

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                        • (2019)High school students involved and not involved in MMORPG: Creativity and innovativenessInternational Journal of Cognitive Research in Science, Engineering and Education10.5937/IJCRSEE1902029M7:2(29-39)Online publication date: 2019

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