Axiological and educational analysis of video-games with violence contents
Abstract A high percentage of video-games now in the market have contents related with physical and psychological violence. There are investigations that show that this kind of games is mainly used by children and adolescents. This fact reinitiates the polemic of the possible influence in the formation of their personality and, very specially, in the construction of the value scale that will direct their present and future behaviour as citizens. This paper shows the partial results of a recent research in which adult players related with the education area (future teachers) analyzed critically the axiological component of a very important group of video-games which are important in the sales lists. For that purpose, a very specific scale has been used, with indicators related to the argument, the initial and final videos, the protagonist’s behaviour, the stenography, clothes, actions and partial and final results obtained by players.
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Ortega Carrillo, J. A., & Robles Vilchez, M. C. (2008). Axiological and educational analysis of video-games with violence contents. Education in The Knowledge Society, 9(3), 150–166. https://doi.org/10.14201/eks.16795
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