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Electronic Games and Physical Education

Electronic Games and Physical Educationvon Fabio Pereira Santana Sie sparen 18% des UVP sparen 18%
Über Electronic Games and Physical Education

Enjoy reading this book, which establishes an analogy between immersion in Electronic Games and the Greek allegory: Pandora's Box. The target of much criticism and accusations in the realm of common sense, these games have often been denounced as causing great harm to contemporary society, such as incitement to violence and encouraging serial murders. At the same time, they are considered by companies and universities to be exceptional tools for professional training. This whole multiverse has led researchers to investigate them in order to demystify these incriminations. Electronic games are considered to be the most immersive phenomenon in contemporary society, and certainly the ones that most promote interactivity and interaction between players. As far as the educational context is concerned, research has shown them to be highly effective in improving human skills, such as creativity and the ability to work in groups. This book is aimed at parents and professionals in the field of Education, as it offers them specific reflections for understanding the spectrum that involves Electronic Games in contemporary society.

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  • Sprache:
  • Englisch
  • ISBN:
  • 9786207092222
  • Einband:
  • Taschenbuch
  • Seitenzahl:
  • 152
  • Veröffentlicht:
  • 25. Januar 2024
  • Abmessungen:
  • 150x10x220 mm.
  • Gewicht:
  • 244 g.
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Beschreibung von Electronic Games and Physical Education

Enjoy reading this book, which establishes an analogy between immersion in Electronic Games and the Greek allegory: Pandora's Box. The target of much criticism and accusations in the realm of common sense, these games have often been denounced as causing great harm to contemporary society, such as incitement to violence and encouraging serial murders. At the same time, they are considered by companies and universities to be exceptional tools for professional training. This whole multiverse has led researchers to investigate them in order to demystify these incriminations. Electronic games are considered to be the most immersive phenomenon in contemporary society, and certainly the ones that most promote interactivity and interaction between players. As far as the educational context is concerned, research has shown them to be highly effective in improving human skills, such as creativity and the ability to work in groups. This book is aimed at parents and professionals in the field of Education, as it offers them specific reflections for understanding the spectrum that involves Electronic Games in contemporary society.

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