Video game effects

Video game effects

The scientific study of media effects has led researchers down the road of video game effects. From both a social and psychological standpoint, video games have the ability to influence their players both on an implicit and explicit level.

Video Game Effects

The popularity of video and computer games has grown exponentially in recent years, yet empirical research is still relatively limited when compared to the study of other media (Vorderer, 2000). In 1982, the U.S. Surgeon General lamented the lack of such evidence (Selnow, 1984). But the progress that has been made has been very beneficial to the field thus far and is only the seed of what has already become one of the most controversial media effects topics to date.

Focus of Current Research

Lee and Peng (2006) [Lee, K. M., & Peng, W. (2006). "What do we know about social and psychological effects of computer games? A comprehensive review of the current literature'. In P. Vorderer & J. Bryant (Eds.), "Playing video games: Motives, responses, and consequences". Mahwah, NJ: Lawrence Erlbaum Associates. ISBN 978-0805853223] state that research on both the psychological and social effects of video games currently focuses on three aspects:

# The testing of negative consequences of violent games
# The utility of educational and training games
# The general effects of entertainment games

Negative effects of video games

-Research on aggressive behavior as an effect of playing violent video games began in the 1980s and 1990s and still continues today. Although under current debate, some researchers claim that these violent games may cause more intense feelings of aggression than nonviolent games, and may trigger feelings of anger and hostility. Several studies that have supported such findings (see Anderson & Bushman (2001) for a meta-analysis). The theoretical explanations for these types of effects can be explained by a myriad of theories; social cognitive theory, excitation transfer theory, priming effect and the General Aggression Model.

-Violent video games have been found to decrease prosocial behaviors. Prosocial behaviors include activities such as giving to charity, volunteering and overall "helping" behaviors (Chambers & Ascione, 1987; Wiegman & Schie, 1998). Other researchers have claimed that exposure to violent video games has predicted alcohol consumption, destruction of school property, and other delinquent behaviors (Anderson & Dill, 2000). Not only have video games have been shown to influence self perception (Funk, Buchman, & Germann, 2000), but they may have a link with body image assessment of the opposite gender. Female video game characters are often hypersexualized and unrealistic (Dietz, 1998; Jansz & Martis, 2003), and have been shown to play a factor in hard-core gamers’ perceptions of ideal beauty (Rask, 2007).

-Many games aren't a cycle and repetitive. This repetition of violence and reward system create a psychological effect on people telling them that violence is okay. Repetition is a form of learning and a way of remembering things and if children remember being rewarded for violence in virtual reality games, they are left prone to being more violent in reality expecting a reward. [http://www.psychologymatters.org/videogames.html]

-Many believewho that playing computer games can be addictive. This addiction could lead to physical health problems, spending problems, and time displacement leading to missed work or school days. In one example, a 28 year old South Korean gamer died after 50 hours of StarCraft online gameplay. [ [http://news.bbc.co.uk/1/hi/technology/4137782.stm South Korean dies after games session] , BBC News, 2005-08-10] However, no solid evidence has supported the “game-addiction” hypothesis.

-The rise in childhood obesity in the U.S. has raised awareness of media consumption in children. Not only are parents and organizations blaming the food industry for the problem, but they are turning to television and video games as a key factor. Displacement Theory supports the notion that the time that would normally be spent being active outdoors or in sports, children are now replacing with leisure and inactive time in front of the television. Others tend the blame the problem on parental enforcement.

-In addition, there are many other suggested negative aspects and effects of video games, the most popular and controversial technology.For example, some thinkers such as Rowell Huesmann suggests that video games can be very dangerous, because it may encourage people to commit violence, violence in video games shown without punishment, it is rather encouraged and rewarded and it rarely show the pain of the victim. [ Wartella, Ellen, Oliveraz, Andrana and Jemings, "Children and Television Violence in the United States" in McQuail's Reader in Mass Communication Theory, ed. Denis MMcQuail (London: Sage, (2002) [1998}). P.398-405] . Moreover, the identification with the killer through video games has been suggested to be one of the negative effects on children. Barker,M. “the Newson Report: a Case Study in Common Sense’, in III Effects in the Media /Violence Debate(second edition), ed. Martin Baker and Julian Petley, (London: Routledge, 2001), pp.27-46.]

-Audience can see that players of video games are often represented as passive, lazy and un sociable.

-Reinforcement of racist or sexist stereotypes has also been associated with video games. . ANNE D. WALLING M.D,‘Do Video Games Lead to Violent Behavior in Children’ American Family Physicians, Vol.65/No. 7, 1 April 2002, p1, Available:http://www.aafp.org/afp/20020401/tips/1.html [2007,September 7.] ]

-Fear of increase obesity and laziness due to lack of physical activity, lack of fresh air and lack of social skills because of addiction to video games and spending most of their time at home. -There is fear of addiction and its effects on people such as problem at school or work (e.g. school backwardness). -Fears towards what players are exposed to through violent video games. For example, politicians and other people and organisations consider video games effects on society, “there has been some fears specially from UK news service that hijackers may have used flight simulator software to practicing flight jet planes, also, Beam Braekers removed all references to the World Trade Center already used in the game 1”. [ Kurt, Squire. ’Moral Panic Culture Blacklash and Reconstructing Video Games’ Reconstructions, (2001), online Available:http://web.mit.edu/cms/reconstructions/repercussions/videogames.html [2007, september 7.] , p.1.]

General Aggression Model

The General Aggression Model is a term that assists in determining the influence and susceptibility that video games and its violence have on people. The "GAM" explains how situational and personological variables interact to affect a person's internal state. The internal state includes thoughts, feelings and physical arousals. All of these three things influence each other and each will have an effect on an individual’s interpretation of an aggressive or violent act. [Thomas A. Kooijmans. [http://www.personalityresearch.org/papers/kooijmans.html Effects of Video Games on Aggressive Thoughts and Behaviors During Development] "Rochester Institute of Technology". December 2004]

The "GAM" states how video games have both short and long-term effects. In the short term the aggressive cognitions, affects and arousal increase while long term effects are yet to be accurately determined. Anderson and Bushman explain how violent video games promote violent behavior, attitudes and beliefs. This then helps to desensitize an individual to aggression.

Criticisms of Violent Video Game Tests

Research claiming to prove violent video games increase aggressive behavior has come under attack nearly as long as it has been present. Authors, including Professor James Paul Gee, have written that video games are neither good or bad alone, because it all depends on the individual and the context they are played in. [Gee, James Paul. "Good Video Games + Good Learning". Peter Lang Publishing Inc: New York. 2007.] More recently, the aggression tests have been accused of being irrelevant, too short, or foolishness by researchers Lawrence Kutner and Cheryl K. Olson. For example, tests compared the time college students held an air horn down before and after they played a violent video game for twenty minutes. [ Kutner, Lawrence and Cheryl K. Olson. "Grand Theft Childhood". Simon & Schuster Adult Publishing Group. 2008.]

Positive effects of video games

-Entertainment video games are usually analyzed for their possible negative effects, and educational games are touted as the provider of more positive effects. Recent research has begun to suggest that both types of games can provide a wide array of positive effects to players. Many companies and organizations are turning to video games as easy and interactive ways to train individuals. The U.S. Army even utilizes the game, America’s Army, as a recruitment tool. They also help improve spatial skill development,cognitive ability development and academic performance & learning. Although studies on violent video games have found negative correlations with academic performance, a positive association with other types of games has also been found (Schie & Wiegman, 1997). Educational computer games are becoming more prevalent in primary and secondary schools as teaching tools for youths. The interactive nature allows for high levels of entertainment, but has not yet been shown to subtract from the educational lessons being taught. Additionally, developers are beginning to change the view of traditional video games by creating popular games that require the player to be active -Wii Fit, Dance Dance Revolution- or focus on using brain power -Brain Age 2.

-Many authors disagree with the notion that suggests that the media can cause violence, they think that media cannot cause violence because human can recognize what is wrong and what is right and people are not copycats. Thinkers who criticize effects based research such as Terry Flew and Sal Humphreys, Martin Barker and Jonathan Freedman and many other thinkers. Flew, Terry and Humphreys, Sal. ‘Games: Technology, Industry, Culture’ in New Media: an introduction (second edition), ed. Terry Flew (South Melbourne: Oxford University Press, 2005). P.101-114] , Barker2001.] , [Freedman, Jonathan. ‘No Real Evidence for TV Violence Causing Real Violence’ First Amendment Centre. 2007, online Available:http://www.firstamendmentcenter.org/commentary.aspx?id=18490 [2007, October 17.] .] .

Some thinkers suggest that video games have many positive aspects and good effects; for example, it can be a safe outlet for aggression and frustration. Quirk, Jennifer."Culture, the Negative Effects of Video Games". Neovox: the Int4ernationalcollege Student Magazine", 2007, online, Available:http:// http://neovox.cortland.edu/archives/2007/06/the_negative_ef.html [2007,September 7.] .] .

-In contrary to the negative notion, this vision see the players in very different way, they can be seen as creative, active, interactive as they create or participate in producing video games and sometimes they are seen as sociable because they engage in social activities for example when they play video games with pears.

-It can develop many skills, for example, positive effects on divided attention performance, developmental issues and spatial and coordination skills”. ANNE D. WALLING M.D,‘Do Video Games Lead to Violent Behavior in Children’ American Family Physicians, Vol.65/No. 7, 1 April 2002, p1, Available:http://www.aafp.org/afp/20020401/tips/1.html [2007,September 7.] .]

-There are many positive effects of video games on some people as suggested by some researches; people play because they want to get away from their everyday life, break routine, to relive stress, allow them to cool off when they are stressful, could help people take out their anger through the game rather in real life because they are fun and interesting way to spend time. Quirk 2007.]

-It might help some non native English speakers to learn English.

-It can be fun and entertaining and can build social skills through playing with peers or online group gaming. -Educational videogames can develop mental skills in physics maths etc. such as games requiring building skills or problem solving skills, for instance, the games that require players to solve puzzles or discover new things , come up with solutions or the games that encourage creativity as it allow players to create new games or contribute to existing one,such as, online video games created by web users and which allow interactivity, because it allow users to play and comment on particular game and in turn the creator of the game can communicate with users and improve or change some elements of the game, all of these are considered to be positive and beneficial.

-It can also increase self confidence by providing the players with a sense of participation and excitement and thats through winning process and engagement in situations similar to real life situations, so it can empower children who have difficulties in social situations and it can increase motivation level.

-It enable players to explore with various aspects of their identity in virtual world. Flew, Terry and Humphreys, Sal. ‘Games: Technology, Industry, Culture’ in New Media: an introduction (second edition), ed. Terry Flew (South Melbourne: Oxford University Press, 2005). P.101-114]

-It might decrease hierarchies in the family by allowing children and family elders to participate and play together, children can even take leadership or be teachers.

-Video games offer life like social structure, it classifies and grade people abilities and skills and consequently some take leadership.

-Many skills can be learned from the gaming experience, it build practical and intellectual skills,” by playing video games children gain problem solving abilities, perseverance, pattern recognition, hypothesis testing, estimating skills, inductive skills, resources management, logistics mapping, memory, quick thinking and reasonal judgements”. [Sheff, David. Video Games:: A Guide for Savvy Parents. Random House, New York, 1994, p.33.]

-Video games allow us to practice skills that are not found in schools,” it engage the child in an interactive experience, developing hand eye motor skills, giving the child a sense of accomplishment,keeping the child off the street and just entertaining having fun or all judged by many parents to be valuable or at worst benign". [ Tapscott, Don. Growing Up Digital. McGraw-Hill, New York, 1998, p.162.]

-Video games can also help children in other areas,can help with attention problem and increase self esteem. In addition now video games are taking part in the therapy to help children with self esteem problems as it allow them to participate and get excitement in different social life like situations, it can empower some children through intellectual and social experience that games offer and through achievement from gaming experience.

References

*Anderson, C. A., & Bushman, B. J. (2001). Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytical review of the scientific literature. Psychological Science, 12, 353-359.
*Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790.
*Chambers, J. H., & Ascione, F. R. (1987). The effects of prosocial and aggressive video games on children's donating and helping. Journal of Genetic Psychology, 148, 499-505.
*Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38(5-6), 425-443.
*Funk, J. B., Buchman, D. D., & Germann, J. (2000). Preference for violent electronic games, self-concept, and gender differences in young children. American Journal of Orhopsychiatry, 70, 233-241.
*Jansz, J., & Martis, R. (2003). The representation of gender and ethnicity in digital interactive games. In M. Copier & J. Raessens (Eds.), Level up: Digital games research conference (pp. 260-269). Utrecht: Utrecht University.
*Rask, A. (2007). Video game vixens: Shaping men's perceptions of beauty? Paper presented at the International Communication Association Annual Conference, San Francisco.
*Schie, E. G. v., & Wiegman, O. (1997). Children and videogames: Leisure activities, aggression, social integration, and school performance. Journal of Applied Social Psychology, 27, 1175-1194.
*Selnow, G. W. (1984). Playing videogames: The electronic friend. Journal of Communication, 34, 148-156.
*Vorderer, P. (2000). " [http://www.questia.com/PM.qst?a=o&d=78556885 Interactive entertainment and beyond] ". In D. Zillmann & P. Vorderer (Eds.), "Media entertainment: The psychology of its appeal" (pp. 21-36). Mahwah, NJ: Lawrence Erlbaum Associates. ISBN 978-0805833256
*Wiegman, O., & Schie, E. G. M. v. (1998). Video game playing and its relations with aggressive and prosocial behavior. British Journal of Social Psychology, 37, 367-378.

Footnotes

ee also

* Video game controversy
* Media violence research


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