• Fast Expansion oder doch 4-Gate-Push?

    Kompetenzerwerb und Transfer beim Spielen von Echtzeit-Strategiespielen im Mehrspielermodus am Beispiel von StarCraft II - Wings of Liberty.

    • Christian Swertz
    • Department of Education, Faculty of Philosophy and Education, University of Vienna
    • Andreas Steininger
    • Department of Education, Faculty of Philosophy and Education, University of Vienna
  • The transfer of competencies acquired in video games into other contexts is hardly researched yet. For this paper, the transfer of competencies is researched from players point of view. 444 players of a real time strategy game have been interviewed. Slightly less than 50% perceived a knowledge transfer for media competencies, personality, social competences and cognitive competencies. More than 50% perceived a transfer for sensomotor skills and foreign language competence.

  • PDF

  • http://phaidra.univie.ac.at/o:771644

  • Article

  • Published Version

  • Medienimpulse

  • 22.02.2015

  • 2013

  • 1

  • MI-BMB - (Medienimpulse)

  • German

  • Open access

  • 2307-3187

  • rezipientenstudie; computerspiele; echtzeitstrategiespiel; kompetenzförderung; transfer