The case for video games as a learning tool is such moot subject.
What good is leaning how to eat mushrooms(they help you grow?), pull 1080's with the push of a button, wander through the capitol wasteland, when you could be learning to do the real thing.
At the same time, there is the concept of "something better than nothing."
Unfortunately, the whole issue is entirely subjective, making the case for them boil down to the presentation of factors of each side.
Like the article, "TurnOnTheLights," mentions, the obvious case for video games is as a learning tool. Information can now travel at such an immense speeds, that the universality of video games and information is almost invaluable. Furthermore, games like "Darfur is Dying," help to inform people in a stimulative fashion- turning an international problem into a conputer screen 5 feet from your face. Stimulation is the key to the support put forth in the article- that doing something-even playing a video game- is better than doing nothing. Someone who would sit on a couch all day, may benefit from something like the Wii Fit, even if they are not playing a game of soccer outside.
However, there are obvious over-doings in this case. One of the biggest problems with video games is the over-saturation of information. The convinience of such a vbast world of information and avaliability of instant satisfaction through things like video games can be argued is slowly diluting the QUALITY of information and knowledge in society. Furthermore, especially in the field of KPE, video game use can have little application other than entertainment. Playing Tony Hawk may be fun, but it only creates a false hope and easy-answer to actually learning to skateboard.
In the 30's, they tried to create models of learning by having machines "mimic" human movement(http://www.youtube.com/watch?v=1lqDxKQ300k) [around 4:00]. This failed, as it was impossible to mimic the actual movements and cater to the individuality of movement. This as a case against video games, it can be said that the value of games is limited in a field of kinesiology do to the nature of inactivity created by such games
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