The Practical Applications of Video Games Beyond Entertainment

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The Practical Applications of Video Games Beyond Entertainment Clark University Clark Digital Commons School of Professional Studies Master’s Papers 12-2020 The Practical Applications of Video Games Beyond Entertainment Jack Martin Clark University Follow this and additional works at: https://commons.clarku.edu/sps_masters_papers Part of the Business and Corporate Communications Commons, Family, Life Course, and Society Commons, Health Policy Commons, Human Resources Management Commons, Information Security Commons, Management Information Systems Commons, Marketing Commons, Nonprofit Administration and Management Commons, Public Administration Commons, Public Health Commons, Social Media Commons, and the Sociology of Culture Commons Recommended Citation Martin, Jack, "The Practical Applications of Video Games Beyond Entertainment" (2020). School of Professional Studies. 54. https://commons.clarku.edu/sps_masters_papers/54 This Capstone is brought to you for free and open access by the Master’s Papers at Clark Digital Commons. It has been accepted for inclusion in School of Professional Studies by an authorized administrator of Clark Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Running Head: THE PRACTICAL APPLICATIONS OF VIDEO GAMES The Practical Applications of Video Games Beyond Entertainment Jack Martin Master of Science in Professional Communications, Clark University Capstone Thesis Professor Mary Piecewicz December 3, 2020 THE PRACTICAL APPLICATIONS OF VIDEO GAMES Martin 1 Acknowledgements This project was undertaken during an incredibly challenging time. It would not have been possible without the support of the following people: My advisor, Mary Piecewicz, was crucial in the success of this project. From beginning to end, Mary helped me organize my thoughts and encouraged me to grow as a student. My parents and girlfriend gave me the motivation I needed to keep going during a few chaotic months. Laura Myers, Tony Simollardes, and Julie Frechette helped me ease into my role as a graduate student throughout my time at Clark University. As my professors, they encouraged my academic and personal growth. Finally, I’d like to thank Greg Miller of Kinda Funny. Through his valuable work in the gaming industry, Greg inspired me to pursue a degree in journalism. He showed me that video games are important pieces of media that should be studied and taken seriously. Beyond! THE PRACTICAL APPLICATIONS OF VIDEO GAMES Martin 2 Table of Contents Abstract ........................................................................................................................................... 4 Chapter 1: Introduction ................................................................................................................... 5 General Introduction of the Research Project ............................................................................. 5 The Research Problem ................................................................................................................ 6 Rationale for Research Project.................................................................................................... 6 Definition and Explanation of Key Terminology ....................................................................... 8 Chapter 2: Hypothesis (Theory).................................................................................................... 10 Overview of Applied Theories.................................................................................................. 10 Brief Overview of Literature Reviewed, Discussed and Applied............................................. 12 Chapter 3: Methods ....................................................................................................................... 14 Study Method and Study Design .............................................................................................. 14 Explanation of Sample to Be Used in the Study ....................................................................... 14 Description and Justification of Analytical Techniques Applied ............................................. 15 Assumptions and Implied Limitations of Study Method and Design ....................................... 15 Chapter 4: Findings ....................................................................................................................... 18 Overview ................................................................................................................................... 18 Video Games in Educational Settings....................................................................................... 18 Brief Overview...................................................................................................................... 18 Increased Motivation ............................................................................................................ 19 Independence in Problem-Solving and Critical Thinking Spaces ........................................ 20 Historical Representations .................................................................................................... 21 Problems with Video Games in Education ........................................................................... 22 Accessibility in Video Games ................................................................................................... 23 Brief Overview...................................................................................................................... 24 Types of Disabilities ............................................................................................................. 24 Hardware Solutions ............................................................................................................... 25 Software Solutions ................................................................................................................ 26 A Practical Solution for Assistive Technology ..................................................................... 26 Current Issues with Accessibility in Gaming........................................................................ 27 The Social Uses of Video Games ............................................................................................. 28 THE PRACTICAL APPLICATIONS OF VIDEO GAMES Martin 3 Brief Overview...................................................................................................................... 28 Relationships ......................................................................................................................... 29 Leadership Skills ................................................................................................................... 30 Problems with the Social Nature of Gaming ........................................................................ 31 Brief Descriptive Analysis ........................................................................................................ 32 Hypothesis................................................................................................................................. 32 Chapter 5: Discussion ................................................................................................................... 33 Overview ................................................................................................................................... 33 Education .................................................................................................................................. 33 Minecraft: Building with Independence ............................................................................... 33 Discovery Tour by Assassin’s Creed: Immersive Historical Worlds.................................... 35 Accessibility .............................................................................................................................. 37 The Last of Us Part II: Robust Accessibility Options .......................................................... 37 The Xbox Adaptive Controller: Customizable Accessibility at a High Price ...................... 39 The AbleGamers Charity: Helping Gamers Play.................................................................. 41 Social Uses ................................................................................................................................ 42 Fortnite: The Ultimate Virtual Social Space ........................................................................ 42 Chapter 6: Conclusion................................................................................................................... 45 Summary of Academic Study ................................................................................................... 45 Reference to Literature Review ................................................................................................ 45 Implications of Academic Study ............................................................................................... 45 Limitations of the Theory or Method of Research.................................................................... 46 Recommendations or Suggestions of Future Academic Study ................................................. 47 Chapter 7: Bibliography ................................................................................................................ 48 Appendix ......................................................................................................................................
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