CONTEXTUAL REPORT

LINK TO GOOGLE DRIVE –

https://docs.google.com/document/d/1EjO-3x50iFtxmrv3qKtUXa2913kSanH1THrz0pVsT_4/edit?usp=sharing


The Benefits of Video Games for Children 

Written by Lauren Quayle-Blake 


INDEX PAGE 

_____________________________ 

Analytical Framework……………………………………………………………..…………………………………… 3

Iteration Cycle and Feedback Loop………….…………..……………………………………………………3

Methodology………………..…………………………………………………..…………………………………………… 3  

Background Research………………………………………………………………………………….…………………3

Plan ………………………………………………………………………………………………………………….……………..4

Projects success, limitations and utility…………………………………………………………………….4

Analytical Framework

For my Digital Artefact, I have investigated the benefits of video games for children in the form of three blog posts. Throughout my primary and secondary research I have analysed both the virtual simulation games SIMS and Nintendogs to support my arugment. During this technological era, there has been a negative stigma behind video games and children’s development, but through my research I have found otherwise. 

Iteration Cycle and Feedback Loop

Throughout my iteration cycle, my concept on how I would delve into this investigation has changed due to the feedback from my peers. Therefore, this conceptual report will be an overview of my process, highlighting my background research, screenshots of my primary research and my successes and limitations. 

Collaborating on my digital artefact allowed me to truly dig deep into the benefits of video games for children. At the beginning I planned to focus on Nintendogs but through a peers suggestion when I presented my Beta I found that I needed to expand my case study options in order to support my investigation. I really appreciated the comments that supported my direction giving me the confidence I needed when delving into my research.

Methodology

My digital Artefact comprises three blog posts. The first post focused on three beneficial impacts including memory, economics and working towards a goal. I implemented SIMS as my case study to help oppose the negative beliefs on gaming. Further, in my second blog post I provided my own personal research in the form of a questionnaire. It included questions relating to the video game Nintendogs.I chose Nintendogs as I personally found it to be a powerful tool to enhance my own life skills at a young age. 

Background Research

Being apart of the modern childhood lifestyle, playing games has become a normal aspect of life. Thus, I wanted to focus my primary research on respondents that corresponded with this childhood. Below are some sample responses.

Above a respondent stated “ certain games” helped with her memory. This comment led me to focus my digital artefact on specific benefits of video games for children and then come up with resolutions to avoiding the negative impacts on children. Through my secondary research the three main negative effects for children included engaging in violent games, anti-social behaviour and that it discourages children to do well in school. I found that if parents become more involved with what their children are playing, creating boundaries and most importantly following a healthy approach of moderation, all positives impacts can extract the negatives. 

Plan 

My plan roughly stayed the same. I managed to follow my Beta plan and was able to complete my Digital Artefact comfortable on time. 

Plan when my Pitch was due 

Plan when my Beta was due 

Projects success, limitations and utilityOverall, my investigation altered a little  from what I expected. Video games do have a beneficial impact on children such as memory, learning about money and working towards a goal. But it all comes down to the intent of the game and certain games the child is playing. I look forward to continuing my investigation as my limitation involved needing more respondents to support my primary research. With time I will come up with more stable research to advance my Digital artefact as it continues to grow.

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