Writer Scott Steinberg presents the benefit of such online games in an article on ABCNews.com:
A recent study from the Education
Development Center and the U.S. Congress-supported Ready To Learn (RTL)
Initiative found that a curriculum that involved digital media such as video
games could improve early literacy skills when coupled with strong parental and
teacher involvement.
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Even adults can find positive aspects
to online virtual worlds. Communities like Second Life and
Entropia give
individuals opportunities to explore new ways of educating and learning.
Second Life was more popular several years back because it presented a
way for the users to generate the world around them and connect with people
from all around the world. Entropia Universe has been used to educate
people about careers in the fields of space science and teach their importance
to school children. Each of these communities also has and still
generates interest among real world businesses. By utilizing these worlds,
companies are able to connect with a wide variety of people with varying interests,
creating the perfect atmosphere for promoting and selling products.
He explains that all age groups can learn from similar
technology that is presented with online gaming. Younger kids are using
online gaming as means of entertainment, but in doing so they are learning to
properly interact with others. They also learn about strategy and
teamwork, and in some more advanced massive multiplayer online games, MMOs,
individuals can learn basic fundamentals of managing finances and corporate
formation.
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