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Social Networks

Study Recommends Online Gaming, Social Networking For Kids 189

Blue's News pointed out a report about a study sponsored by the MacArthur Foundation which found that online gaming and social networking are beneficial to children, teaching them basic technical skills and how to communicate in the Information Age. The study was conducted over a period of three years, with researchers interviewing hundreds of children and monitoring thousands of hours of online time. The full white paper (PDF) is also available. "For a minority of children, the casual use of social media served as a springboard to them gaining technological expertise — labeled in the study as 'geeking out,' the researchers said. By asking friends or getting help from people met through online groups, some children learned to adjust the software code underpinning some of the video games they played, edit videos and fix computer hardware. Given that the use of social media serves as inspiration to learning, schools should abandon their hostility and support children when they want to learn some skills more sophisticated than simply designing their Facebook page, the study said."
Power

NRDC Rates Energy Efficiency of Video Game Consoles 260

An anonymous reader writes "Today, more than 40 percent of all homes in the United States contain at least one video game console. Recognizing that all that gaming could add up to serious demand for electricity, NRDC and Ecos Consulting performed the first ever comprehensive study on the energy use of video game consoles and found that they consumed an estimated 16 billion kilowatt-hours per year — roughly equal to the annual electricity use of the city of San Diego. Through the incorporation of more user-friendly power management features, we could save approximately 11 billion kWh of electricity per year, cut our nation's electricity bill by more than $1 billion per year, and avoid emissions of more than 7 million tons of CO2 each year. In this November 2008 issue paper, NRDC provides recommendations for users, video game console manufacturers, component suppliers and the software companies that design games for improving the efficiency of video game consoles already in homes as well as future generations of machines yet to hit the shelves." The full report is freely downloadable as a PDF.

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