Mostrando entradas con la etiqueta videogames. Mostrar todas las entradas
Mostrando entradas con la etiqueta videogames. Mostrar todas las entradas

martes, 7 de mayo de 2013

Various Cause Effects Of Video Games Psychology Essay


The most successful aspect of video games is that they provide a huge amount of human interaction through imagery and audio, thus encouraging the player to think and act quickly(Wolf, 2001, p15). This aspect makes video games different from any other forms of non-interactive media like television or radio. Video games give clear instructions about actions to be performed to reach particular levels in the game and instils a level of confidence and spirit of victory in its players. They also serve academic purposes and can be utilised as a powerful medium for educating children and youth in a very interesting and powerful manner. For example, video games involving driving can be used as a medium to teach players the traffic rules and penalties imposed if the rules are violated. Puzzle based video games give valuable practice lessons of time management, helps to sharpen specific skills needed to succeed in the game, encourages critical analysis and thought and improves cognitive abilities (Wolf, 2001, p17; Seller, 2006, p20).

Social

Video games have a part in influencing the social behaviour of young players especially children. The interactive gaming gives a virtual environment involving the player and his opponent which is essentially the computer system. In addition to promoting a level of healthy competition among players, the penalties imposed help to give due respect to fellow participants and encourages sportsman spirit to a great extent. Games which involve military contents can help to inculcate patriotism in youngsters as they are made to believe that they are protecting their country from rival attacks. Though there has been criticisms regarding the effect of video games in sparking criminal behaviour among youth, Jenkins (n.d.) observes that the hostile factors contributing to these acts are coming from unsound minds and disrupted families rather than interactive media. In fact, James Gee’s work highlights the benefits of using video games as effective media for logical problem solving and continuous improvement, thus improving the qualitative skills (Gee, 2001).

Psychological

Apart from providing relaxation and enjoyment, video games boost the player’s confidence level and raises curiosity as in most games, each level is exciting and cannot be seen unless the players pass all the previous stages. In children, the level of psychological development obtained leads to sharpening of memory and logical skills, increased mental development and simulation, making them tougher to face the challenges of the real world.


Vices

Contrary to the popular belief that video game players are just youngsters, Entertainment Software Association(ESA) has shown that 49% of game players are in the age range of 18-49 while the demographic statistics give 52% male and 48% female players (ESA, 2009, p3). The revenue obtained by video game sales in US was $11M in 2008 with Wii console games at the top according to NPD statistics (ESA, 2009, p10).

Though the video game industry has flourished and sales figures have been accelerating over the last few decades, a lot of negative publicity has affected the popularity of interactive games to a large extent. Though there are many pros, the bad effects are so obvious and derogatory that they outweigh the advantages to a large extent.


Medical

The increasing popularity of video games is making more and more youngsters spend considerable amount of time and money in front of the gaming console or computer which has harmful medical effects arising due to addiction (Gunter, 1998, p31). The addiction can lead to childhood obesity as children will find no time for outdoor games which are healthy and provides relaxation and exercise to brain, mind and body. The strain caused by continuous exposure to harmful radiation from television affects a significant number of youngsters by ending up having problems with their eyes. The adult players are even more in danger as the addiction causes a change in lifestyle which trigger a variety of fatal illnesses from high cholesterol to heart attacks in addition to causing spinal alignment problems due to wrong posture.


Psychological

Most of the video games depict violence and the motto is to kill and succeed. Young minds are particularly interested in games involving violent attacks, abusive language and homicide. Different researches have been conducted in psychological aspects due to violent video games. Anderson et al. (2007, p12-39, p40-60) has described about the different kinds of aggressive behaviour exhibited by children based on which an aggression model is created. 

The effects of violence can arise from thefts for buying video games to thrills obtained from imitation of the shootings and attacks on innocent subjects. Continuous exposure to violent media has a profound influence on the mental balance of the young player, giving a very wrong impression that ‘killing is winning’.


Social

Recent reports have shown that an average time spent by a child playing console, arcade or home video games is almost 11-13 hours/week (Gentile, 2004, p1; Olson et al.,2007, p1). It means that they get little time for social interactions, academic reading and outdoor games. 

Decrease in peer association hinders development of social etiquettes, family ties and character. The social and emotional commitments are disrupted by over indulgence in interactive media leading to a set of humans devoid of emotions, respect or self-esteem. The increasing amount of violence and destruction involved in most games and the lonely atmosphere provided acts as detrimental to good social conduct. Stromberg (n.d.) has shown that almost 50% of popular games depict either fantasy or human violence to the extent that they encourage players to become less caring and friendly. According to Gentile & Anderson (2003, p131-152), the tendency of aggressive behaviour is affected by repeated game play which often reward the players for violence.


Critical Analysis

Wirth et al. (2003) has given that the virtual environment created by video games is essential to establish a spatial presence. But the impression of world as given by games has very little relation with the original real circumstances or actions. The violence and plan of action depicted in these scenarios, if practised in actual circumstances give horrendous repercussions for both the doer and the society. Some researches show video game learning as better to classroom learning in terms of memory retention (Moreno & Meyer, 2000, p724) but it does not in any way substitute the knowledge obtained from books, classrooms or other interactive learning techniques but just complements them.

The reason for success of video games has been described as the level of “active control” involved (Greenfield, 1984, p102). Active control often enables the player to decide on the course of action to be taken to fight the circumstances which gives them an uneven control and pseudo confidence that may urge them to enact similarly in a real situation. Moreover, the points gained during shooting or killing tends to glorify the violence depicted in games. The addiction to video games often leads to fits of anger and rows between the children and parents. The first rehabilitation centre for teenagers addicted to video games has been set up in London following the urge of parents (Taylor, 2010, p9).

Parents have expressed concerns on the influence on video games on the psychological and social behaviour of children (Gunter, 1998, p35). Most video games have parental control through which the type, intensity and mode of play can be controlled by parents. But recent research has shown that only one-fifth of the parents are exercising their control over purchase of video games, with 55% of stores educating them on ratings (Walsh et al. 2003).
Lee et al. (2009, p562) have put forward that the technological aspect has an influence on violent psychological behaviour in a way that a game played using less sophisticated graphics and audio do less harm. But here also, time is the deciding factor as continuous exposure to the virtual world even in low resolution graphics can cause psychological imbalance and health problems.

Even though clear correlation between violent shooting attacks by teenagers and interactive gaming has not been established in all cases, the increase in vocal abuse and insensitiveness towards crime itself are appalling. American Health Association’s research has given results stating that time spend by teenagers belonging to lower socio-economic status playing games was almost five fold than those of their educated and rich counterparts (ScienceDaily, 2008). This shows that education, and not money is the judging factor for use of technology.


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miércoles, 9 de mayo de 2012

SPARX: Video Game Helps Teens Battle Depression

SPARX: Video Game Helps Teens Battle Depression
By TRACI PEDERSEN Associate News Editor
Reviewed by John M. Grohol, Psy.D. on April 23, 2012

Shooting down negative thoughts in a video game may alleviate depression just as well as traditional talk therapy, a new study shows. (About SPARX)

The game, developed by researchers and teachers in New Zealand, is called SPARX (Smart, Positive, Active, Realistic, X-factor thoughts).
SPARX Characters
Based in a 3D fantasy world, the game leads players through seven realms (each about 30 minutes long) that teach mental behavioral skills for battling depression. For example, in one level, gamers battle their way through a swamp where they’re attacked by black, smoldering balls called GNATS (Gloomy Negative Automatic Thoughts). “These GNATS fly at the avatar and say negative things like ‘you’re a loser,’” said researcher Sally N. Merry, Ph.D., an associate professor at the University of Auckland.

Players shoot the GNATS and then put them into barrels that label them as particular kinds of negative thoughts. If the answer is correct, the GNATS turn into SPARX—glowing balls that compliment the players and restore balance. “We used a lot of allegory,” Merry said.

Players complete one or two levels in the game each week for three to seven weeks. To test the game, researchers recruited 187 teens with mild to moderate depression and assigned them to one of two groups: the first group played the video game and the other group received typical treatment from trained counselors at schools and youth clinics. More than 60 percent of the participants were girls with an average age of 16.

Researchers used psychological tests to assess depression before, during, and three months after the study.

In both groups, levels of anxiety and depression were reduced by about one-third. The video game, however, helped more kids recover from their depression. About 44 percent achieved remission in the SPARX group compared to 26 percent in usual care.

“Around 80 percent of young people with depression never get treatment,” said Merry. “When you do the calculations of how many therapists you need to meet that need, it’s enormous.”
Merry believes that a video game like SPARX, which doesn’t require supervision, could help fill treatment gaps, especially in underserved areas. It’s also a private way for kids to get help when they may not want to talk to an adult. Merry is working with the University of Auckland to make SPARX more widely available.

The study is published in the journal BMJ. Research here.
What is SPARX?

miércoles, 18 de abril de 2012

Pixel Logic: How the Next 10 Years Will Reinvent Your Life


Pixel Logic: How the Next 10 Years Will Reinvent Your Life.

Russel Smith & Michael Foster. Huff Post Tech. 17/04/2012.
As a culture, we are living in an age of digital and cultural reinvention. The world will look back upon the two decades before and after the millennium as a fascinating time to be alive, and we get to experience it firsthand. What's driving the changes we're all experiencing? The main factor is technology. Current technology can already process our experiences faster than we can think about them. Whether we welcome it or not, it's unavoidable, and greater digital acceleration will happen.
All around us, the future is unevenly spread out in expanding digital cities, and dense pockets within these cities -- and in other parts of the world, dollops of the future have been squeezed out more sparingly, in small towns and distant regions barely on the digital map.
Fluid Identities and Connecting to the Universe Next Door
Human identities change greatly over the course of a lifetime, and the near future asks us to reinvent ourselves many more times -- with each reinvention based on a mixture of internal adaptations, individual desires, and external cultural forces.
Time travel or teleportation aren't on the near horizon, but scientists are inching closer to finding proof of life on distant planets. While the theory of living in a multiverse, where other universes exist next door (unseen) and connect to our universe isn't close to being proven, it is now in the cultural zeitgeist as a theory to consider. The TV program Fringe presented us with the challenges involved in having a funhouse mirror universe right next door, especially if your doppelganger had your face and your job. And of course, having a similar hair color, so it's easy to dye-to-match, helps when one must take over another's identity in an alternate universe.
Novelty, Fractal Patterns, and Quantum Physics
The exposure to moments of novelty will increase, until humans adapt to this ongoing pattern of hyper-contextualized-awareness. The world of hyper-meaning will become standard fare, and carrying on hyper-connected games and multi-sensory artistic experiences will become a part of one's daily life. A segment of each day could be centered around connecting to the world of fractals and going on a hyper-dimension mini-vacation, which might be similar to taking a walk inside a Jackson Pollock or Willem de Kooning painting.
Computers will become more sensitive to modeling and finding patterns, and quantum computing will help people make the leap to connecting seemingly unrelated fields such as: poetry, economics, biology and politics. By getting closer to the experience of serendipity in computing and farther away from predictability, the easier it will become for the human mind to increase its understanding of complex systems.
Fully Immersed in a Gaming Universe
The gaming culture has become more interactive, more realistic, and will eventually become more fully immersive. One can easily picture gamers entering a pod (perhaps in the shape of the human form), or a room devoted exclusively to the world of the game. Advances in motion technology and voice capture will refine the multiple layers, lives, and selves one can inhabit and interact with inside the game.
The early 1990s dream of virtual reality was delayed, but it has stayed on track to becoming a reality by making gaming culture mainstream culture. When the military aims to recruit young people with superior hand-eye coordination and a sharp mind, they now search for able-bodied recruits who have spent countless hours merged with a gaming console, and find just the skills and high-tech adaptability required for facing life and death in situations that call for immediate decision-making capabilities, since this is the focal point of a vast majority of games.
The Point System Paints a Bull's-eye on Your Heart
Have you been getting enough sleep lately? No? Sorry, that's going to cost you some points. Had an orange and some whole grain cereal for breakfast? Points added. We're on the verge of the health care industry meets Moneyball. And in the near future, your health statistic could be updated on a weekly or hourly basis, and payments on your monthly premium could fluctuate like the stock market.
An unhealthy lifestyle will affect the points you accumulate, and if your numbers fall below a set level, you could be dropped off the charts, as far as major health insurance providers are concerned. Forget Powerball, the real lottery system will be your ability to pay for a ticket to get in and stay in to a health care system that truly has your best interests at heart, as long as you subscribe to a heart-healthy diet.
Over the next decade, these ideas, trends and systems will increasingly affect how our society shifts and evolves.

jueves, 12 de abril de 2012

Violent video game exposure and aggression

Violent video game exposure and aggression.
N. L. Carnagey, C. Anderson.

Department of Psychology
Iowa State University, Ames, IA, USA
Minerva Psichiatric 2004;45:1-18

Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More children and adults are spending time playing computer games, consoles games, and online games than ever before. Violence is adominant theme in most of the popular video games. This article reviews the current literature on effects of violent video game exposure on aggression-related variables. Exposure to violent video games causes increases in aggressive behavior, cognitions, and affect. Violent video game exposure also causes increases in
physiological desensitization to real-life violence and decreases in helping behavior. The current video game literature is interpreted in terms of the general aggression model (GAM). Differences between violent video game exposure and violent television are also discussed.
Key words: Child - Video games - Violence - Aggression.
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