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Positive Effects of Entertainment

  • Date Submitted: 10/10/2011 03:28 AM
  • Flesch-Kincaid Score: 46.4 
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This paper focuses on users’ growing use of entertainment technology at
Work, in school and at home, and the impact of this technology on their behaviour.
Nearly every working and living place has computers, and over
two-thirds of children in high industrialized countries have computers in
their homes as well. All of us would probably agree that adults and
children (normal, impaired and disabled) need to become competent users to
be prepared for life and work in the future. Especially children’s growing use
of entertainment technologies brings with it both the risk of possible harm
and the promise of enriched learning, well-being and positive development.
Entertainment technology covers a broad range of products and services:
movie, music, TV (including upcoming interactive TV), VCR, VOD (including
music on demand), computer game, game console, video arcade, gambling
machine, internet (e.g. chat room, board and card games, MUD), intelligent
toy, edutainment, simulation, VR, and upcoming service robots
This paper presents the preliminary results of a literature search and review.
We searched for the following keywords (context specific in different
combinations): ‘academic achievement, altruism, ANOVA, attainment, children,
computer, education, edutainment, entertainment, gamble, game, meta
analysis, PDF, performance, pet, positive effect, religion, robot, school record,
review, survey, technology, therapy, user study, video’, using the following
search engines/databases: ‘ACM Digital Library, IEEE Computer
Society Digital Library, Internet via Google, ISI web of science, Kluwer
online, LookSmart, Prenctice Hall, Science Direct, Scirus for scientific information,
SpringerLink, Wiley interScience’. We could find, select and
process 393 online available publications (e.g. DOC, RTF, PDF or HTML
format) according the following...


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