Video game behavioral effects - Wikipedia, the free encyclopedia - 0 views
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From both a social and psychological standpoint, video games have the ability to influence their players both on implicit and explicit levels.
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Hawa EWSIS on 09 Dec 09What does it mean when it says both on implicit and explicit levels?
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Research on aggressive behavior as an effect of playing violent video games began in the 1980s and 1990s and still continues today.
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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.
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The average gamer, far from being a teen, is actually a 35-year-old man who is overweight, aggressive, introverted — and often depressed, according to a report from the Centers for Disease Control and Prevention (CDC).[4]
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Female video game characters are often hypersexualized and unrealistic,[8][9] and have been shown to play a factor in hard-core gamers’ perceptions of ideal beauty
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This repetition of violence and reward system create a psychological effect on people telling them that violence is okay.
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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.[12]
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The rise in childhood obesity in the U.S. has raised awareness of media consumption in children.[citation needed] 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.[citation needed] Others tend the blame the problem on parental enforcement.[citation needed]
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Anderson and Bushman explain how violent video games promote violent behavior, attitudes and beliefs.
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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.[18]
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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.
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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
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Journalist and author, David Sheff, believes that many skills can be learned from the gaming experience, it builds 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”. [26]
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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. [25]
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In research undertaken by Acta Psychologica, in a number of tasks, video game experts outperformed non-gamers. Experts were able to track objects moving at greater speeds, perform more accurately in a visual short-term memory test, switch between tasks more quickly, and make decisions about rotated objects more quickly and accurately.