Cheryl Olson had seen her teenage son play video games. But like many parents, she didn't know much about them.
Then in 2004 the U.S. Department of Justice asked Olson and her husband, Lawrence Kutner, to run a federally funded study of how video games affect adolescents.
Olson and Kutner are the co-founders and directors of the Harvard Medical School's Center for Mental Health and Media. Olson, a public health researcher, had studied the effects of media on behavior but had never examined video games, either in her research or in her personal life.
And so the first thing she did was watch over the shoulder of her son, Michael, as he played his video games. Then, two years into her research—which combined surveys and focus groups of junior high school students—Michael urged her to pick up a joystick. "I definitely felt they should be familiar with the games if they were doing the research," says Michael, who was 16 at the time and is now 18.
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About Serious Games
Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.
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New research paints a surprisingly complicated and positive picture of video games
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