{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T04:52:38Z","timestamp":1750308758688,"version":"3.41.0"},"reference-count":3,"publisher":"Association for Computing Machinery (ACM)","issue":"4","license":[{"start":{"date-parts":[[2008,11,30]],"date-time":"2008-11-30T00:00:00Z","timestamp":1228003200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["SIGCSE Bull."],"published-print":{"date-parts":[[2008,11,30]]},"abstract":"<jats:p>Many of us are from a generation when video games were wholesome and character building and the games did not reward, murder, torture, or theft. Those early games like Pong morphed into Wii's Family Table Tennis and Major League Eating which can be played even while seated in a retirement home.<\/jats:p>\n          <jats:p>The widespread use of video-games in education, training, entertainment and the use of video game technology in the design and control of medical, commercial, and military systems has a significant impact on the present and the future directions of society. As in other rapid advances in technology, the speed of the development and immersion of this technology in our lives has left numerous significant questions.<\/jats:p>","DOI":"10.1145\/1473195.1473198","type":"journal-article","created":{"date-parts":[[2008,12,10]],"date-time":"2008-12-10T15:32:31Z","timestamp":1228923151000},"page":"9-10","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["Thinking professionally"],"prefix":"10.1145","volume":"40","author":[{"given":"Don","family":"Gotterbarn","sequence":"first","affiliation":[{"name":"East Tennessee State University, Johnson City, Tenn."}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2008,11,30]]},"reference":[{"key":"e_1_2_1_1_1","unstructured":"de Freitas S (2008) \"Emerging trends in serious games and virtual worlds.\" Emerging technologies for Learning v. 3 (2008).  de Freitas S (2008) \"Emerging trends in serious games and virtual worlds.\" Emerging technologies for Learning v. 3 (2008)."},{"volume-title":"L. Magnani","year":"2006","author":"Dodig-Crnkovic G.","key":"e_1_2_1_2_1"},{"key":"e_1_2_1_3_1","unstructured":"Gammingsteve 2008 http:\/\/gamer.blorge.com\/2008\/04\/25\/united-states-teaches-spies-how-to-think-using-video-games\/ accessed June 2008.  Gammingsteve 2008 http:\/\/gamer.blorge.com\/2008\/04\/25\/united-states-teaches-spies-how-to-think-using-video-games\/ accessed June 2008."}],"container-title":["ACM SIGCSE Bulletin"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1473195.1473198","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1473195.1473198","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T20:22:26Z","timestamp":1750278146000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1473195.1473198"}},"subtitle":["a real problem with video games; not murder, not torture..."],"short-title":[],"issued":{"date-parts":[[2008,11,30]]},"references-count":3,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2008,11,30]]}},"alternative-id":["10.1145\/1473195.1473198"],"URL":"https:\/\/doi.org\/10.1145\/1473195.1473198","relation":{},"ISSN":["0097-8418"],"issn-type":[{"type":"print","value":"0097-8418"}],"subject":[],"published":{"date-parts":[[2008,11,30]]},"assertion":[{"value":"2008-11-30","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}