Strathprints logo
Strathprints Home | Open Access | Browse | Search | User area | Copyright | Help | Library Home | SUPrimo

Videogames for children and adolescents with special needs

Durkin, Kevin and Boyle, Jim and Hunter, Simon C. and Conti-Ramsden, G (2013) Videogames for children and adolescents with special needs. Zeitschrift für Psychologie / Journal of Psychology, 221 (2). pp. 79-89. ISSN 2190-8370

Full text not available in this repository. (Request a copy from the Strathclyde author)

Abstract

Almost all children play video games at some point and many play regularly. Not only are games ubiquitous in children’s leisure environments but the motivational and skill-enhancing potentialities of this technology are being exploited increasingly in education. Good quality games, which are challenging, instructive, and absorbing, can make learning enjoyable and effective. But is this the case for children who struggle in school? This paper reviews the emerging literature on video game uses by children with special educational needs. With reference to both entertainment games and “serious” games, we consider (i) the implications of developmental and learning disabilities for game play, (ii) the potential of games to address special cognitive and educational needs, and (iii) the social potential of game play. Gaps in current knowledge are identified and directions for future research are outlined.

Item type: Article
ID code: 41089
Keywords: videogames, children, adolescents, special needs, special education, learning, Psychology, Psychology(all), Education
Subjects: Philosophy. Psychology. Religion > Psychology
Department: Faculty of Humanities and Social Sciences (HaSS) > School of Psychological Science and Health > Psychology
Related URLs:
Depositing user: Pure Administrator
Date Deposited: 11 Sep 2012 15:39
Last modified: 27 Mar 2014 10:30
URI: http://strathprints.strath.ac.uk/id/eprint/41089

Actions (login required)

View Item