Interactive Analysis of Children’s Video Game Products

Authors

  • Yufan ZHANG Faculty of Educational Studies, Universiti Putra Malaysia Author
  • Nurul Nadwa ZULKIFLI Faculty of Humanities, Management and Science, Universiti Putra Malaysia Bintulu Campus; Institute for Mathematical Research, Universiti Putra Malaysia Author
  • Ahmad Fauzi Ahmad Fauzi Faculty of Educational Studies, Universiti Putra Malaysia; Faculty of Educational Studies, Universiti Putra Malaysia Author

Abstract

Much prior research has advanced the theory of learning based on games in light of the industry's economic prosperity. This paper examines how interactive video games for young children have evolved. Video games have long been a topic of debate in discussions about how children develop, although the effects of playing them remain ambiguous. One drawback of earlier research is that it frequently concentrates on adults' and school students' game-based learning. Young children will inevitably enter the realm of video game education, given the prevalence of smartphones. This study examines how game interaction is played in the market for children's video games while attempting to combine the theory of children's learning and cognition. The analysis model is made to map the software's interaction structure. Then, a comparison and overview of issues in the markets for children's video game software will occur. We found that building interactive systems for video game interfaces takes into account a wider variety of real-life interactions. By establishing the approach of interactive evaluation of children's video games, we hope to bring fresh perspectives to the future development of children's video games.

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Published

2022-11-28

How to Cite

Interactive Analysis of Children’s Video Game Products. (2022). International Conference on Computers in Education, 268-276. https://library.apsce.net/index.php/ICCE/article/view/4597