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Does the gaming industry combined
with identities, shape our children's
future?
Student No: - 1100829
Gaming Affects
Adachi and Willoughby (2013): - cumulative effort over time to achieve
a goal.”
Gentile et al, (2004, p.6): - Stated that teens who play violent video
games for extended periods of time: See a decline in school
achievements.
Positive Negative
- Solve problems - Isolation
- Educational - Withdrawal
- Creativity - Ethical
- Social - Social
- Team Building - Depression
- Intrinsic motivation - More Aggressive
- Concentration/cognitive effort - Prone to confrontation with teachers
The Gaming Industry
Is the gaming Industry to blame?
Gagne (2001): - “opportunity to expose themselves
to a variety of experiences without concern for the
results of those actions. Doing so allows the
individual to develop a core self, or identity”.
“In all moral panics, patterns emerge of how the media
chooses to portray what society finds threatening, and
what the panics mean in a larger societal context.”
(Gagne, 2001).
Cohen (2011,p.5) These facts reveal some vital images of
Cohen’s theory of moral panic which is media
intervention, theories of deviance amplification, self-
fulfilling prophecies.
Moral Panics Continued …
BioShock
Stets and Burke (2008, p.130) states that a
‘collection of a person’s self-conceptualisations
and attribution of meanings to their self, usually
with respect to a certain role’
Lawler (2008, p.40): -
‘Identity Crises
Does Identity Matter?
Jenkins (2008,p5)
Identity Perspectives
McDougall and O’Brien (2007) distinguish between
two different affects. Psychological view is where the
perspective of the individuals minds, how immersed
they are within a particular game. Sociological
approach looking at groups within society and how
immersion can change from being an individual’s
problem and leading to consequences within society.
Gaming affect who we are and our identity!
Supporting Video Games
Gee (2001) offers a critical perspective claiming that
gaming not only promotes team leadership but also
critical thinking
Ferguson (2013,p.62) “The State’s evidence is not
compelling. Dr. Anderson admitted that the effect sizes of
children’s exposure to violent video games are “about the
same”. Same effects have been found when children
watch cartoons, or when they play video games like Sonic
the Hedgehog even when they view a picture of a gun.”
Against Video Games
Gentile & Anderson, (2003) violent video games may
have even stronger effects on children's aggression
because : -
(1) the games are highly engaging and interactive
(2) the games reward violent behaviour, and because
(3) children repeat these behaviours over and over as
they play.
Gaming Future
Some claim the future of gaming has already arrived. Fully immersed in
the game on a treadmill
http://www.youtube.com/watch?feature=player_embedded&v=qpHWJ
Mytx5I# (Virtuix Omni, 2013).
Link to what I believe the future will be Fleming (2013) article
http://www.digitaltrends.com/gaming/a-quick-peak-into-the-future-of-
gaming-how-nuerogaming-will-improve-games/
Gaming affects future and Identity
In years to come will the gaming culture in
todays society affect our own identity and
transform us into something we are not?
Conclusion
Does the gaming industry combined with
identities, shape our future?
Bibliography
Adachi, P and Willoughby, T. (2013) Do Video Games Promote Positive Youth Development?” -
Journal of Adolescent Research; Mar2013, Vol. 28 Issue 2, p155-165, Education Research
Complete [Online]. Available at: http://web.ebscohost.com/ehost/detail?vid=4&sid=61d45db5-
5778-495f-b061-
36181fb55c76%40sessionmgr104&hid=108&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=e
hh&AN=85148601 (Accessed: 07 May 2013).
Childs, M. (2011a) ‘Identity: A Primer’, in Peachey, A. & Childs, M. (eds.) Reinventing Ourselves:
Contemporary Concepts of Identity in Virtual Worlds. London: Springer.
Cohen, S. (2011) Folk Devils and Moral Panics: The Creation of the Mods and Rockers. USA: New
York.
Ferguson, C. (2013) Violent Video Games and The Supreme Court, American Physiological
Association, 68 (2), 57 – 74, American Physiological [Online]. Available at:
http://www.popsci.com/files/SCOTUSPaper.pdf (Accessed: 1 May 2013).
Fleming, R (2013) Digital Trends. Available at: http://www.digitaltrends.com/gaming/a-quick-
peak-into-the-future-of-gaming-how-nuerogaming-will-improve-games/ (Accessed: 1 May
2013).
Bibliography Continued …
Gagne, K (2001) Moral Panics Over Youth Culture and Video Games. A Major Qualifying Project
Report, Degree of Bachelor Science [Online]. Available at: -
http://www.gamebits.net/other/mqp/#23 (Accessed: 1 May 2013).
Gee, J. (2001) What Video Games Have to Tell Us About Learning and Literacy. New York:
Palgrave.
Gentile, D. A. & Anderson, C. A. (2003). Violent video games: The newest media violence hazard.
In D. A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing.
Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on
adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27,
5-22.
Lawler, S. (2008) Identity Sociological Perspectives. Great Britain: Manchester.
McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur.
Bibliography Continued …
Stets, J. E. and Burke, P.J. (2008) A Sociological Approach to Self and Identity, in Mark Leary and
June Tangney (Eds.), Handbook of Self and Identity, 128-152, Guilford Press [Online]. Available
at:
http://books.google.co.uk/books?id=vafgWfgxUK8C&pg=PA128&lpg=PA128&dq=A+Sociological
+Approach+to+Self+and+Identity+Stets.+and+Burke&source=bl&ots=re8hHznKcO&sig=QMJ88U
Y_6nSMN3L0HO8Bqj3bCyg&hl=en&sa=X&ei=wbWGUYrJIsiTPYnrgZgG&ved=0CEkQ6AEwAg#v=o
nepage&q=A%20Sociological%20Approach%20to%20Self%20and%20Identity%20Stets.%20and
%20Burke&f=false (Accessed: 3 May 2013).
STGBree (2010) Bobo Doll experiment (Bandura). Available at:
http://www.youtube.com/watch?v=eqNaLerMNOE (Accessed: 3 May 2013).
Virtuix Omni (2013) Omni + Rift = True VR (TF2) Available at:
http://www.youtube.com/watch?feature=player_embedded&v=qpHWJMytx5I# (Accessed: 07
May 2013).

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.

  • 1. Does the gaming industry combined with identities, shape our children's future? Student No: - 1100829
  • 2. Gaming Affects Adachi and Willoughby (2013): - cumulative effort over time to achieve a goal.” Gentile et al, (2004, p.6): - Stated that teens who play violent video games for extended periods of time: See a decline in school achievements. Positive Negative - Solve problems - Isolation - Educational - Withdrawal - Creativity - Ethical - Social - Social - Team Building - Depression - Intrinsic motivation - More Aggressive - Concentration/cognitive effort - Prone to confrontation with teachers
  • 3. The Gaming Industry Is the gaming Industry to blame? Gagne (2001): - “opportunity to expose themselves to a variety of experiences without concern for the results of those actions. Doing so allows the individual to develop a core self, or identity”.
  • 4. “In all moral panics, patterns emerge of how the media chooses to portray what society finds threatening, and what the panics mean in a larger societal context.” (Gagne, 2001). Cohen (2011,p.5) These facts reveal some vital images of Cohen’s theory of moral panic which is media intervention, theories of deviance amplification, self- fulfilling prophecies. Moral Panics Continued …
  • 6. Stets and Burke (2008, p.130) states that a ‘collection of a person’s self-conceptualisations and attribution of meanings to their self, usually with respect to a certain role’ Lawler (2008, p.40): - ‘Identity Crises Does Identity Matter? Jenkins (2008,p5)
  • 7. Identity Perspectives McDougall and O’Brien (2007) distinguish between two different affects. Psychological view is where the perspective of the individuals minds, how immersed they are within a particular game. Sociological approach looking at groups within society and how immersion can change from being an individual’s problem and leading to consequences within society.
  • 8. Gaming affect who we are and our identity!
  • 9. Supporting Video Games Gee (2001) offers a critical perspective claiming that gaming not only promotes team leadership but also critical thinking Ferguson (2013,p.62) “The State’s evidence is not compelling. Dr. Anderson admitted that the effect sizes of children’s exposure to violent video games are “about the same”. Same effects have been found when children watch cartoons, or when they play video games like Sonic the Hedgehog even when they view a picture of a gun.”
  • 10. Against Video Games Gentile & Anderson, (2003) violent video games may have even stronger effects on children's aggression because : - (1) the games are highly engaging and interactive (2) the games reward violent behaviour, and because (3) children repeat these behaviours over and over as they play.
  • 11. Gaming Future Some claim the future of gaming has already arrived. Fully immersed in the game on a treadmill http://www.youtube.com/watch?feature=player_embedded&v=qpHWJ Mytx5I# (Virtuix Omni, 2013). Link to what I believe the future will be Fleming (2013) article http://www.digitaltrends.com/gaming/a-quick-peak-into-the-future-of- gaming-how-nuerogaming-will-improve-games/
  • 12. Gaming affects future and Identity In years to come will the gaming culture in todays society affect our own identity and transform us into something we are not?
  • 13. Conclusion Does the gaming industry combined with identities, shape our future?
  • 14. Bibliography Adachi, P and Willoughby, T. (2013) Do Video Games Promote Positive Youth Development?” - Journal of Adolescent Research; Mar2013, Vol. 28 Issue 2, p155-165, Education Research Complete [Online]. Available at: http://web.ebscohost.com/ehost/detail?vid=4&sid=61d45db5- 5778-495f-b061- 36181fb55c76%40sessionmgr104&hid=108&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=e hh&AN=85148601 (Accessed: 07 May 2013). Childs, M. (2011a) ‘Identity: A Primer’, in Peachey, A. & Childs, M. (eds.) Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds. London: Springer. Cohen, S. (2011) Folk Devils and Moral Panics: The Creation of the Mods and Rockers. USA: New York. Ferguson, C. (2013) Violent Video Games and The Supreme Court, American Physiological Association, 68 (2), 57 – 74, American Physiological [Online]. Available at: http://www.popsci.com/files/SCOTUSPaper.pdf (Accessed: 1 May 2013). Fleming, R (2013) Digital Trends. Available at: http://www.digitaltrends.com/gaming/a-quick- peak-into-the-future-of-gaming-how-nuerogaming-will-improve-games/ (Accessed: 1 May 2013).
  • 15. Bibliography Continued … Gagne, K (2001) Moral Panics Over Youth Culture and Video Games. A Major Qualifying Project Report, Degree of Bachelor Science [Online]. Available at: - http://www.gamebits.net/other/mqp/#23 (Accessed: 1 May 2013). Gee, J. (2001) What Video Games Have to Tell Us About Learning and Literacy. New York: Palgrave. Gentile, D. A. & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing. Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22. Lawler, S. (2008) Identity Sociological Perspectives. Great Britain: Manchester. McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur.
  • 16. Bibliography Continued … Stets, J. E. and Burke, P.J. (2008) A Sociological Approach to Self and Identity, in Mark Leary and June Tangney (Eds.), Handbook of Self and Identity, 128-152, Guilford Press [Online]. Available at: http://books.google.co.uk/books?id=vafgWfgxUK8C&pg=PA128&lpg=PA128&dq=A+Sociological +Approach+to+Self+and+Identity+Stets.+and+Burke&source=bl&ots=re8hHznKcO&sig=QMJ88U Y_6nSMN3L0HO8Bqj3bCyg&hl=en&sa=X&ei=wbWGUYrJIsiTPYnrgZgG&ved=0CEkQ6AEwAg#v=o nepage&q=A%20Sociological%20Approach%20to%20Self%20and%20Identity%20Stets.%20and %20Burke&f=false (Accessed: 3 May 2013). STGBree (2010) Bobo Doll experiment (Bandura). Available at: http://www.youtube.com/watch?v=eqNaLerMNOE (Accessed: 3 May 2013). Virtuix Omni (2013) Omni + Rift = True VR (TF2) Available at: http://www.youtube.com/watch?feature=player_embedded&v=qpHWJMytx5I# (Accessed: 07 May 2013).

Editor's Notes

  1. To begin with this argument we will look at both sides of the affects. (Reference and Discuss). Paul J. C. Adachi and Teena Willoughby Journal of Adolescent Research entitled “Do Video Games Promote Positive Youth Development?” Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance
  2. The question posed is the gaming Industry to blame? Around the topic of affects is a very controversial debate. In recent time more and more violence has been created and shown throughout various media forms. Which, has lead to an almost ---- creating a moral panic in society. (REFERENCE). (Analyses reference both sides of the story.) It can said that people have been looking for an answer to why this is happening. This topic of discussion will now be delved into deeper. Looking at both sides of the spectrum. Moral Outrage : - BioShock - the iconic Big Daddy, you could either free the girl from her ADAM parasite, thus “saving” her, or you could “harvest” her (basically you rip the slug out o her) which gave you more ADAM to use (thus making fights significantly easier) at the cost of the girl’s life.Pundits and critics (double yawn) jumped all over this gameplay element, describing it as a callous method of developing your character, using the life of a young girl to save yourselfRead more at http://whatculture.com/gaming/10-idiotic-moral-panics-caused-by-awesome-video-games.php#BTAWFL4D2ihQfTb2.99 Gagne – form of escapism - psychosocial moratorium - In general, the game D&D moral panic existed in a sort of philosophy that the lack of real world consequences permit players to experiment with criminal acts and display tendencies that, in the real world, would be repressed.The media presentation of D&D is most of the time nagative and misleading. As regarding to the definition of the game, newspapers rarely used the words “hero” or “story” as introduced by the TSR of the describtion of the game. Rather, they often mentioned the game as an unrestricted gameplay ,freedom to control evil characters. more focused on evil than it really was.
  3. Delving deeper into this discussion we will now look at the identity side and apply this to affects to balance the argument. We all have differentStets, J. E. and Burke, P.J. (2008) A Sociological Approach to Self and Identity, in Mark Leary and June Tangney (Eds.), Handbook of Self and Identity, Guilford Press, 128-152, http://books.google.co.uk/books?id=vafgWfgxUK8C&pg=PA128&lpg=PA128&dq=A+Sociological+Approach+to+Self+and+Identity+Stets.+and+Burke&source=bl&ots=re8hHznKcO&sig=QMJ88UY_6nSMN3L0HO8Bqj3bCyg&hl=en&sa=X&ei=wbWGUYrJIsiTPYnrgZgG&ved=0CEkQ6AEwAg#v=onepage&q=A%20Sociological%20Approach%20to%20Self%20and%20Identity%20Stets.%20and%20Burke&f=false (Accessed: 1 May 2013). Jenkins tries to justify what an identity is! – ‘it’s a process’ – p5 – something one does. – do not have a clear picture of the relation between emotion and identity – p6 – emotion appears to be bound up with identification - typically through attachment – p6 – emotion influence action
  4. Talk about examples
  5. GTA IV : THINGS THAT GET PROMOTED BY THIS GAME: - BANK ROBBERYDRUNK DRIVINGTALKING AND DRIVINGHOTBOXED (THEFT OF CARS)BREAKING AN ENTRYASSULT (STABBINGS)http://www.gamesradar.com/grand-theft-radar-8-new-crimes-thatll-be-blamed-on-gta-iv/?page=3
  6. Parents have an important role to play. Psychologists have found that when parents limit the amount of time as well as the types of games their children play, children are less likely to show aggressive behaviors (Anderson et al., under review; Gentile et al., 2004). Other research suggests that active parental involvement in children's media usage-including discussing the inappropriateness of violent solutions to real life conflicts, reducing time spent on violent media, and generating alternative nonviolent solutions to problems-all can reduce the impact of media violence on children and youth (Anderson et al., 2003).http://www.apa.org/research/action/games.aspx
  7. Drs. Anderson and Gentile's research shows that children are spending increasing amounts of time playing video games - 13 hours per week for boys, on average, and 5 hours per week for girls (Anderson, Gentile, & Buckley, under review; Gentile, Lynch, Linder, & Walsh, 2004). A 2001 content analyses by the research organization Children Now shows that a majority of video games include violence, about half of which would result in serious injuries or death in the 'real' world. Children often say their favorite video games are violent. What is the result of all this video game mayhem?Dr. Anderson and colleagues have shown that playing a lot of violent video games is related to having more aggressive thoughts, feelings, and behaviors (Anderson & Bushman, 2001). Furthermore, playing violent games is also related to children being less willing to be caring and helpful towards their peers. Importantly, research has shown that these effects happen just as much for non-aggressive children as they do for children who already have aggressive tendencies (Anderson et al., under review; Gentile et al., 2004).http://www.apa.org/research/action/games.aspx
  8. The question what does the furture hold can be seen as a worrying aspect to many lookers in on this debate. What does the future hold? One thing that is for certain at this point in time we can only assume what may be.!
  9. Way up good and bad