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Video Game as Learning and Communication Tool for Teenagers in New Media Age Findings of a Study Using Classic Video Game, Tetris


Affiliations
1 Animation and Multimedia Department and Research Scholar, Birla Institute of Technology, Noida, India
     

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In developing countries like India where new Information Technologies such as Computing, Internet, Mobile Phones, and Digital Interactive Television are becoming part of everybody's life whether rich or poor, Video Games can serve the purpose of teaching and interactive communication to enlighten the masses of country who are fond of entertainment because music, games, enjoyment are part of their culture and would grasp the interactive-participatory-infotainment better than any other medium of communication. There is need to find out how to implement it and how to design it. This paper analyzes the variables (components) of a game to find the feasibility of Video Games as a Medium of Communication and Learning.

Keywords

New Media, Video Games, Communication
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  • Video Game as Learning and Communication Tool for Teenagers in New Media Age Findings of a Study Using Classic Video Game, Tetris

Abstract Views: 384  |  PDF Views: 0

Authors

Niket Mehta
Animation and Multimedia Department and Research Scholar, Birla Institute of Technology, Noida, India

Abstract


In developing countries like India where new Information Technologies such as Computing, Internet, Mobile Phones, and Digital Interactive Television are becoming part of everybody's life whether rich or poor, Video Games can serve the purpose of teaching and interactive communication to enlighten the masses of country who are fond of entertainment because music, games, enjoyment are part of their culture and would grasp the interactive-participatory-infotainment better than any other medium of communication. There is need to find out how to implement it and how to design it. This paper analyzes the variables (components) of a game to find the feasibility of Video Games as a Medium of Communication and Learning.

Keywords


New Media, Video Games, Communication



DOI: https://doi.org/10.15410/aijm%2F2013%2Fv2i2%2F50539