Know Thy Learner: User Characteristics Underlying Effective Videogame-Based TrainingSome proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).
Document ID
20080040969
Acquisition Source
Langley Research Center
Document Type
Conference Paper
Authors
Orvis, Karin A. (Old Dominion Univ. VA, United States)
Horn, Daniel B. (Army Research Inst. for the Behavioral and Social Sciences Alexandria, VA, United States)
Belanich, James (Army Research Inst. for the Behavioral and Social Sciences Alexandria, VA, United States)
Date Acquired
August 24, 2013
Publication Date
August 1, 2008
Publication Information
Publication: MODSIM World 2007 Conference and Expo: Select Papers and Presentations from the Education and Training Track
IDRelationTitle20080040964Collected WorksMODSIM World 2007 Conference and Expo: Select Papers and Presentations from the Education and Training Track20080040964Collected WorksMODSIM World 2007 Conference and Expo: Select Papers and Presentations from the Education and Training Track