% % This file was created by the TYPO3 extension % bib % --- Timezone: CEST % Creation date: 2024-04-24 % Creation time: 10-25-02 % --- Number of references % 2 % @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} } @Inproceedings { DugosijaEHVHM2008, title = {Online Gaming as Tool for Career Development}, year = {2008}, month = {9}, day = {16}, volume = {386}, abstract = {Gaming has undergone a transition from a niche hobby to a part of everyday culture, with the most prominent examples of professional gaming in Korea and the success of World of Warcraft. This transition alongside with the advance of use of the Internet has created a new kind of social environment, commonly known as virtual life. This paper presents an excerpt of the results of a survey investigating this environment with particular regard to the interaction between gaming and career, relationships as well as social groups. “Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays. ” Schiller 1}, url = {https://www.comsys.rwth-aachen.de/fileadmin/papers/2008/2008-steg-vaegs-gaming.pdf}, web_url = {http://www.slideshare.net/vaegs/online-gaming-as-tool-for-career-development-presentation}, editor = {Ralf Klamma, Nalin Sharda, Baltasar Fern{\'a}ndez-Manj{\'o}n, Harald Kosch and Marc Spaniol}, series = {CEUR Workshop Proceedings}, booktitle = {Proceedings of the First International Workshop on Story-Telling and Educational Games (STEG'08)}, event_place = {Maastricht School of Management, Maastricht, The Netherlands}, event_name = {First International Workshop on Story-Telling and Educational Games (STEG'08)}, event_date = {September 16, 2008}, language = {en}, author = {Dugosija, Darko and Efe, Vadi and Hackenbracht, Stephan and Vaegs, Tobias and Hannemann, Anna} }