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Encyclopedia of
the Social and Cultural Foundations of Education

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Encyclopedia of the Social and Cultural Foundations of Education

Eugene F. Provenzo Jr. & Asterie Baker Provenzo

Pub. date: 2009 | Online Pub. Date: December 16, 2008 | DOI: 10.4135/9781412963992 | Print ISBN: 9781412906784 | Online ISBN: 9781412963992| Publisher:SAGE Publications, Inc.

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Video Games and Learning

Eugene F. Provenzo Jr

Video games represent a relatively new form of electronic media—one that has existed for only about twenty-five years. More than other forms of media such as radio, television, and film, video games are rapidly evolving. New technologies make the games increasingly realistic and engaging. This is a particularly important point to take into account when looking at them from an educational perspective. This entry looks at their history, their military application, and their impact on young people. Just how rapidly video games have evolved in recent years can best be understood by examining their history. Magnavox's Odyssey, the first home video game system sold to the public, was introduced in May 1972. Atari's Pong (a simple electronic tennis game) appeared in arcades the following November. A home version of the game was introduced in 1974. During the late 1970s, games such as Space Invaders and Galaxians, with their rows Early ...

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