% % This file was created by the TYPO3 extension % bib % --- Timezone: CEST % Creation date: 2024-04-16 % Creation time: 13-06-54 % --- Number of references % 1 % @Article { VaegsDHH2010, title = {Learning by gaming: facts and myths}, journal = {International Journal of Technology Enhanced Learning (IJTEL)}, year = {2010}, volume = {2}, number = {1/2}, pages = {21-40}, abstract = {Gaming has undergone a transition from a niche hobby to a part of everyday culture. This transition, along with the advance in the use of the internet, has created a new kind of social environment, commonly known as virtual life. This paper presents the survey results of over 1000 gamers worldwide, in which they tell us how gaming affected their lives – both virtual and real – with regard to their career, relationships and social life. The analysis of the answers disproves common stereotypes about gamers, shows areas where gaming can very well be beneficial and where there are still problems.}, keywords = {video games, online games, learning by playing, soft skills, transferable skills, motivation, conflicts, social skills, careers, relationships, communities, technical competence, gaming, virtual life, social life, gamers}, url = {https://www.comsys.rwth-aachen.de/fileadmin/papers/2010/2010-vaegs-JTEL-Gaming.pdf}, editor = {Martin Wolpers}, publisher = {Inderscience Publishers}, address = {Geneva, SWITZERLAND}, language = {en}, ISSN = {1753-5255}, DOI = {10.1504/IJTEL.2010.031258}, reviewed = {1}, author = {Vaegs, Tobias and Dugosija, Darko and Hackenbracht, Stephan and Hannemann, Anna} }