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Do Games Bring Out a
„Worst Side‟?
The Future Identity in the Virtual Worlds
By Emma Hepburn
CE502
Student Number: 1104237
Psychological
Identity
What is Identity?
Psychologists say Mental states
have no separate existence from
the brain itself
- The Identity theory
Coleman, (2006, pp. 363)
Contextual Selves
- We contain Multitudes
Walt Witman (Psycology Today, 2013)
Performance
- Body Projects
Phoenix (2007, pp. 49 – 50)
Ideas around the
meaning of identity:
Social Identity Theory
(Tajfel and Turner
1979, 1986)
Personality Identity – „Be my-self‟
Social Identity – „Finding self‟
Social Identity theory refers to the
categorization of the social self and its
concept. This is the „self concept‟ derived in
group membership.
The „ingroup‟ „outgroup‟ effect provides
members a sense of who they are.
This effects behaviour, such as evaluating
oneself and defining oneself.
Core Ideas:
- Have more than „one‟ self
- Contextual identity and change
- Different situations forces individual to act based on
own opinions and personality
- Many social identities
- Element of performance
- Technology of self
Multiple Identities
The Debate:
Tensions between two aspects
- „Be myself‟
- „Finding True Self‟
Product of personal biography (narrative self)
Polkinghorne, (1991, pp. 135-153)
Seeking multiple identification to and a with
others who share values, histories and interests.
Variations of self, due to social context.
Buckingham (2007, pp. 2-22)
Performance Identity and Technology of Self
Socially, identity can be used in a performance
sense to project a certain desired side of
oneself. This depends highly on the social
context and relates to social desirability effect.
For some, bodies can become „projects‟ to
manipulate for the sake of presenting a certain
identity to others. Altering ones body to create
an identity as a „technology of self‟.
How do these relate to our
virtual selves in games?
Altering Perception, Mirroring Avatars and Narratologists
Altering Self Perception
A role-playing type of an
interactive game can alter
a players self perception.
Positively evaluated characters in the
media are shown to evoke empathy
where as those who are considered
morally bad evoke counterempathy.
When playing a pro-social character in a
game, a subject is more likely to display
empathy.
When playing a socially undesirable
character in a game, a subject is more
likely to show little empathy.
In order to achieve their ideals and to
maintain positive self image, a person
may stay relatively pro-social, because
of social desirability.
Sueng – A Annie Jin (2011, pp. 1175- 1185)
Mirroring Avatars
It has been argued
that a virtual
identity is a truer
reflection of
oneself.
Cooper, explored whether digital
representations in virtual
environments were a true echo of
someone‟s image in the real
world.
Although some enjoy the
anonymity of an Avatar, that
virtual being becomes part of
their life.
In virtual worlds, multiple
identities are offered and a freer
way to self-define.
An element of expressing a different
side and escaping the social constraints
of real life.
Avatars tend to self regulate – the more
freedom you give the player the more
the player restricts himself and mirrors
own human behaviour.
„Take Second Life. It's a place where
you can get away from your first life
but it ends up looking exactly like… my
backyard.'
Chan (2007)
Narratologists
The Sims - Game
Study games and their storytelling
media.
The debate:
There is an immediate conflict between the
story, and the game and each of their
demands.
The ability given to design own
characters encourages players to
create those that are emotionally
significant.
This gives players a chance to
rehearse scenarios and
relationships with others.
Experience avatars with emotional
needs and learn from
consequential actions.
Gibberish language in „The Sims‟
allow for the mapping of our own
ideas and meanings.
„The Sims‟ game leaves the player
with some narrative satisfaction.
As we are always looking for the
„meaningful whole‟ we can project
that onto the idea that a game
always has a purpose.
Jenkins (no date)
Negative effects in Virtual Environments
Overall
Youth Violence
- School shootings - game players.
- One risk factor – contributes to
anti-social behaviour
- David Grossman - military games
used for training, also brutalise
young players.
- Early games - made for shooting
anything that moved, the young
person playing ill equipped for real
world.
- Speculation of anti-social
behaviour on heavy gamers lacking
interest they show in their peers
outside of virtual worlds.
- Heavy use has negative outcome
in academic achievements, self-
esteem and sociability.
- Preference for violent games are
linked to poor achieving students.
Social Effects Health Effects
- Reports of seizures occurring in
children whilst playing video
games
- Long term decreased visual
development.
- Game addiction can lead to
severe heath problems.
A Korean man for example made
the news in collapsing and later
dying after continuously playing
„StarCraft‟. He had little sleep
and little nutrition during the
marathon.
Lee and Peng (2006, pp. 327-345)
Aggression
Re-inforces:
- Aggression based cognitive structuring
- Perceptual Schemata
- Personal Scripts
More importantly:
Changes aggressive personality
Repeated Playing of
Violent Video Games
The Research So Far
Linking identity and Negative Gaming effects
Does this add up?
Looking at identity:
Social Identity Theory
- More than one self
- Depends highly on context
Performance Identity
- See ourselves as something
to perform
- Based on social context
Technology of self
- Social desirability
Social perception
- Altered with pro-social
characters and anti-
social characters
- However, norms are to
stay pro-social.
Mirroring Avatars
- Self Regulation
- The more freedom, the
more restriction
Narrative
- Meaningful whole
Looking at Negative Research:
Having more that one „self‟ may be
what we see changing in violent
games; the appropriate contextual
response is to be aggressive.
Because of this response to context,
what people may show only short
term aggression.
Some of the negative effects of
games here do not link with the
theories behind identity.
Most identity research focus on how
people stay pro-social.
So the Contrary!
Southwell and Doyle
(2004, pp. 391-401)
Explore the possibility that
critics often fail to
understand different levels
of analysis that express
different variability's.
There can be a
simultaneous existence of
both positive and negative
consequences of virtual
environments.
Ferguson
(2007, pp. 309-316)
Set out to explore the
effects of violent
videogames.
Findings showed
publication bias hugely
disrupted true results.
Once corrected, there was
no correlation between
violent video games and
exhibiting an aggressive
side.
Valadez and Ferguson
(2012, pp. 608-616)
100 participants used
Findings:
Randomized video game play
had no effect on depression,
hostility or visuospatioal
cognition.
Length of time spent playing
had no effect on depression,
hostility or visuospatioal
cognition.
Learning
Utility in Educational Games:
- For leaning disabilities
educational games improve
motivation.
- In military trainees these
games improve memory
retention.
- In general Motivation is
improved
- Beneficial in teaching
strategic management.
- Improvement in maths,
solving problems, reading
and comprehension.
Lee and Peng (2006, pp. 327-345)
- Even using fantasy into
education can facilitate
focalization of attention.
- Emotionally appealing
metaphor or use of fantasy
engages the subjects.
- Virtual environments
increase positivity, and
reduce anxiety when
learning
Whener, Gump and Downey (2011, pp.
277-289)
Myths Revealed
An Interesting Article shows common myths about
what people may think about gaming, gamers and
the effects of.
http://www.pbs.org/kcts/videogamerevolution/im
pact/myths.html
Do Games Bring Out a „Worst Side‟?
Psychological Identity
According to psychological identity, the research is
mixed.
Social Identity Theory – suggests pro-social
behaviour is more likely to be practiced due to
being an „ideal self‟ or having a desire to perform
socially desirable behaviour.
Mirroring – shows that subjects tend to use their
avatars as a tool to escape life-like bounderies. If
the subject has underlining aggression issues or
anti-social behaviour, it may show itself in gaming.
Learning – educational games however improves
mental abilities in many people, including those
with learning difficulties.
Games overall do not seem to
bring out a „Worst Side‟.
According to Psychological Identity
Future research next…
Due to the literature - the idea
that games have been known to
produce aggressive responses, - it
may be worth looking types of
people prone to act upon this
aggression outside of the virtual
world.
Another idea for future study
could be: Do those who mirror
aggressive behaviours in their
avatar, have aggressive
behaviour themselves?
For example, this article
expresses that restrictions
must me made for those who
are mentally unstable.
This article states the media is
blamed many times for ludicrous
acts such as massacres.
For example, the „Rise of the Dark
Knight‟ film provoked a Jame‟s
Holmes to commit a mass
shooting, because allegedly he was
„Acting like a character from the
movie.
The numbers of those who saw this
movie but did not act
aggressively, massively outweigh
the one who did.
This shows there may be an
underlining problem within the
individual.
The article touches on whether
there should be restrictions to
those who have underlining mental
health issues.
Final future proposal:
‘Should those with mental health
problems, have restrictions on
games and the media?’
This may need to be investigated
as the majority of those playing
games have positive effects.
“
”
That‟s it from me
Presentation By Emma Hepburn
Do Games Bring Out a „Worst Side‟?
Betts, J. (2012). Don’t Just See the Lion. Be the Lion. [Online] Available at:
http://diariesofanexistentialist.wordpress.com/2012/02/07/five-creative-writing-lessons-from-video-games/ (Accessed:
11/05/2013)
Buckingham, D. (2007). Introducing Identity. Youth, Identity, and Digital Media. 1 (23), pp. 2-22.
Chan, J. M. (2007). Identity in a Virtual World. [Online] Available at:
http://edition.cnn.com/2007/TECH/06/07/virtual_identity/. (Accessed: 14/05/2013)
Coleman, A. M. (2006). Dictionary of Psychology. 2nd ed. New York: Oxford University Press. pp. 363
Ferguson. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video
games. Psychiatric Quarterly. 78 (4), pp. 309-316. PsycARTICLES [Online] Available at:
http://web.ebscohost.com/ehost/detail?vid=16&sid=cbedbebe-913b-4470-9be8-
99f1ecc25ee9%40sessionmgr112&hid=123&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=psyh&AN=2008-02140-009
(Accessed: 14/05/2013)
Jenkins, H. (no date). Game Design as Narrative Architecture. [Online] Available at:
http://web.mit.edu/cms/People/henry3/games&narrative.html. (Accessed: 13/05/2013)
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. Playing video games: Motives, responses, and consequences, pp. 327-345. [Online] Available
at: https://www.msu.edu/~pengwei/Lee%20Peng.pdf (Accessed: 14/05/2013)
Phoenix, A. (2007) Identities and diversities, in Miell, D., Phoenix, A. and Thomas, K. (eds) DSE212 Mapping Psychology Book
1, The Open University
Polkinghorne, D, E. (1991). Narrative and Self-Concept. Journal of Narrative and Life History. 1
(2-3), pp. 135-153 [Online] Available at:
http://www.pasadena.edu/library/reserves/tfkeeler/engl1c/PolkinghorneNarrativeSelfConcept.
pdf (Accessed: 11/05/2013)
Tajfel and Turner. (1979). Cited in University of Twente. (2013). Social Identity Theory. [Online]
Available at:
http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Interpersonal%20Communi
cation%20and%20Relations/Social_Identity_Theory.doc/. (Accessed: 12/05/2013)
Tanvi Kejrival. (2013). Restrictions for the mentally unstable. [Online] Available at:
http://sites.davidson.edu/medcomm/?p=1356. (Accessed 15/05/2013)
Wehner, A, K. Gump, A, W. Downey, S. (2011). The effects of Second Life on the motivation of
undergraduate students learning a foreign language. . Computer Assisted Language Learning. 24
(3), pp. 277-289 PsycARTICLES [Online] Available at:
http://web.ebscohost.com/ehost/detail?vid=16&sid=7b74c8e1-0940-4ea8-b3f7-
6d0df0a87822%40sessionmgr113&hid=118&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=e
hh&AN=61274762 (Accessed: 07/05/2013)

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Identity in the Virtual World Presentation

  • 1. Do Games Bring Out a „Worst Side‟? The Future Identity in the Virtual Worlds By Emma Hepburn CE502 Student Number: 1104237 Psychological Identity
  • 2. What is Identity? Psychologists say Mental states have no separate existence from the brain itself - The Identity theory Coleman, (2006, pp. 363) Contextual Selves - We contain Multitudes Walt Witman (Psycology Today, 2013) Performance - Body Projects Phoenix (2007, pp. 49 – 50) Ideas around the meaning of identity:
  • 3. Social Identity Theory (Tajfel and Turner 1979, 1986)
  • 4. Personality Identity – „Be my-self‟ Social Identity – „Finding self‟ Social Identity theory refers to the categorization of the social self and its concept. This is the „self concept‟ derived in group membership. The „ingroup‟ „outgroup‟ effect provides members a sense of who they are. This effects behaviour, such as evaluating oneself and defining oneself. Core Ideas: - Have more than „one‟ self - Contextual identity and change - Different situations forces individual to act based on own opinions and personality - Many social identities - Element of performance - Technology of self
  • 5. Multiple Identities The Debate: Tensions between two aspects - „Be myself‟ - „Finding True Self‟ Product of personal biography (narrative self) Polkinghorne, (1991, pp. 135-153) Seeking multiple identification to and a with others who share values, histories and interests. Variations of self, due to social context. Buckingham (2007, pp. 2-22) Performance Identity and Technology of Self Socially, identity can be used in a performance sense to project a certain desired side of oneself. This depends highly on the social context and relates to social desirability effect. For some, bodies can become „projects‟ to manipulate for the sake of presenting a certain identity to others. Altering ones body to create an identity as a „technology of self‟.
  • 6. How do these relate to our virtual selves in games? Altering Perception, Mirroring Avatars and Narratologists
  • 7. Altering Self Perception A role-playing type of an interactive game can alter a players self perception. Positively evaluated characters in the media are shown to evoke empathy where as those who are considered morally bad evoke counterempathy. When playing a pro-social character in a game, a subject is more likely to display empathy. When playing a socially undesirable character in a game, a subject is more likely to show little empathy. In order to achieve their ideals and to maintain positive self image, a person may stay relatively pro-social, because of social desirability. Sueng – A Annie Jin (2011, pp. 1175- 1185)
  • 8. Mirroring Avatars It has been argued that a virtual identity is a truer reflection of oneself. Cooper, explored whether digital representations in virtual environments were a true echo of someone‟s image in the real world. Although some enjoy the anonymity of an Avatar, that virtual being becomes part of their life. In virtual worlds, multiple identities are offered and a freer way to self-define. An element of expressing a different side and escaping the social constraints of real life. Avatars tend to self regulate – the more freedom you give the player the more the player restricts himself and mirrors own human behaviour. „Take Second Life. It's a place where you can get away from your first life but it ends up looking exactly like… my backyard.' Chan (2007)
  • 9. Narratologists The Sims - Game Study games and their storytelling media. The debate: There is an immediate conflict between the story, and the game and each of their demands. The ability given to design own characters encourages players to create those that are emotionally significant. This gives players a chance to rehearse scenarios and relationships with others. Experience avatars with emotional needs and learn from consequential actions. Gibberish language in „The Sims‟ allow for the mapping of our own ideas and meanings. „The Sims‟ game leaves the player with some narrative satisfaction. As we are always looking for the „meaningful whole‟ we can project that onto the idea that a game always has a purpose. Jenkins (no date)
  • 10. Negative effects in Virtual Environments
  • 11. Overall Youth Violence - School shootings - game players. - One risk factor – contributes to anti-social behaviour - David Grossman - military games used for training, also brutalise young players. - Early games - made for shooting anything that moved, the young person playing ill equipped for real world. - Speculation of anti-social behaviour on heavy gamers lacking interest they show in their peers outside of virtual worlds. - Heavy use has negative outcome in academic achievements, self- esteem and sociability. - Preference for violent games are linked to poor achieving students. Social Effects Health Effects - Reports of seizures occurring in children whilst playing video games - Long term decreased visual development. - Game addiction can lead to severe heath problems. A Korean man for example made the news in collapsing and later dying after continuously playing „StarCraft‟. He had little sleep and little nutrition during the marathon. Lee and Peng (2006, pp. 327-345)
  • 12. Aggression Re-inforces: - Aggression based cognitive structuring - Perceptual Schemata - Personal Scripts More importantly: Changes aggressive personality Repeated Playing of Violent Video Games
  • 13. The Research So Far Linking identity and Negative Gaming effects
  • 14. Does this add up? Looking at identity: Social Identity Theory - More than one self - Depends highly on context Performance Identity - See ourselves as something to perform - Based on social context Technology of self - Social desirability Social perception - Altered with pro-social characters and anti- social characters - However, norms are to stay pro-social. Mirroring Avatars - Self Regulation - The more freedom, the more restriction Narrative - Meaningful whole Looking at Negative Research: Having more that one „self‟ may be what we see changing in violent games; the appropriate contextual response is to be aggressive. Because of this response to context, what people may show only short term aggression. Some of the negative effects of games here do not link with the theories behind identity. Most identity research focus on how people stay pro-social.
  • 15. So the Contrary! Southwell and Doyle (2004, pp. 391-401) Explore the possibility that critics often fail to understand different levels of analysis that express different variability's. There can be a simultaneous existence of both positive and negative consequences of virtual environments. Ferguson (2007, pp. 309-316) Set out to explore the effects of violent videogames. Findings showed publication bias hugely disrupted true results. Once corrected, there was no correlation between violent video games and exhibiting an aggressive side. Valadez and Ferguson (2012, pp. 608-616) 100 participants used Findings: Randomized video game play had no effect on depression, hostility or visuospatioal cognition. Length of time spent playing had no effect on depression, hostility or visuospatioal cognition.
  • 16. Learning Utility in Educational Games: - For leaning disabilities educational games improve motivation. - In military trainees these games improve memory retention. - In general Motivation is improved - Beneficial in teaching strategic management. - Improvement in maths, solving problems, reading and comprehension. Lee and Peng (2006, pp. 327-345) - Even using fantasy into education can facilitate focalization of attention. - Emotionally appealing metaphor or use of fantasy engages the subjects. - Virtual environments increase positivity, and reduce anxiety when learning Whener, Gump and Downey (2011, pp. 277-289)
  • 17. Myths Revealed An Interesting Article shows common myths about what people may think about gaming, gamers and the effects of. http://www.pbs.org/kcts/videogamerevolution/im pact/myths.html
  • 18. Do Games Bring Out a „Worst Side‟? Psychological Identity According to psychological identity, the research is mixed. Social Identity Theory – suggests pro-social behaviour is more likely to be practiced due to being an „ideal self‟ or having a desire to perform socially desirable behaviour. Mirroring – shows that subjects tend to use their avatars as a tool to escape life-like bounderies. If the subject has underlining aggression issues or anti-social behaviour, it may show itself in gaming. Learning – educational games however improves mental abilities in many people, including those with learning difficulties.
  • 19. Games overall do not seem to bring out a „Worst Side‟. According to Psychological Identity Future research next…
  • 20. Due to the literature - the idea that games have been known to produce aggressive responses, - it may be worth looking types of people prone to act upon this aggression outside of the virtual world. Another idea for future study could be: Do those who mirror aggressive behaviours in their avatar, have aggressive behaviour themselves? For example, this article expresses that restrictions must me made for those who are mentally unstable. This article states the media is blamed many times for ludicrous acts such as massacres. For example, the „Rise of the Dark Knight‟ film provoked a Jame‟s Holmes to commit a mass shooting, because allegedly he was „Acting like a character from the movie. The numbers of those who saw this movie but did not act aggressively, massively outweigh the one who did. This shows there may be an underlining problem within the individual. The article touches on whether there should be restrictions to those who have underlining mental health issues. Final future proposal: ‘Should those with mental health problems, have restrictions on games and the media?’ This may need to be investigated as the majority of those playing games have positive effects.
  • 21. “ ” That‟s it from me Presentation By Emma Hepburn Do Games Bring Out a „Worst Side‟?
  • 22. Betts, J. (2012). Don’t Just See the Lion. Be the Lion. [Online] Available at: http://diariesofanexistentialist.wordpress.com/2012/02/07/five-creative-writing-lessons-from-video-games/ (Accessed: 11/05/2013) Buckingham, D. (2007). Introducing Identity. Youth, Identity, and Digital Media. 1 (23), pp. 2-22. Chan, J. M. (2007). Identity in a Virtual World. [Online] Available at: http://edition.cnn.com/2007/TECH/06/07/virtual_identity/. (Accessed: 14/05/2013) Coleman, A. M. (2006). Dictionary of Psychology. 2nd ed. New York: Oxford University Press. pp. 363 Ferguson. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly. 78 (4), pp. 309-316. PsycARTICLES [Online] Available at: http://web.ebscohost.com/ehost/detail?vid=16&sid=cbedbebe-913b-4470-9be8- 99f1ecc25ee9%40sessionmgr112&hid=123&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=psyh&AN=2008-02140-009 (Accessed: 14/05/2013) Jenkins, H. (no date). Game Design as Narrative Architecture. [Online] Available at: http://web.mit.edu/cms/People/henry3/games&narrative.html. (Accessed: 13/05/2013) 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. Playing video games: Motives, responses, and consequences, pp. 327-345. [Online] Available at: https://www.msu.edu/~pengwei/Lee%20Peng.pdf (Accessed: 14/05/2013) Phoenix, A. (2007) Identities and diversities, in Miell, D., Phoenix, A. and Thomas, K. (eds) DSE212 Mapping Psychology Book 1, The Open University
  • 23. Polkinghorne, D, E. (1991). Narrative and Self-Concept. Journal of Narrative and Life History. 1 (2-3), pp. 135-153 [Online] Available at: http://www.pasadena.edu/library/reserves/tfkeeler/engl1c/PolkinghorneNarrativeSelfConcept. pdf (Accessed: 11/05/2013) Tajfel and Turner. (1979). Cited in University of Twente. (2013). Social Identity Theory. [Online] Available at: http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Interpersonal%20Communi cation%20and%20Relations/Social_Identity_Theory.doc/. (Accessed: 12/05/2013) Tanvi Kejrival. (2013). Restrictions for the mentally unstable. [Online] Available at: http://sites.davidson.edu/medcomm/?p=1356. (Accessed 15/05/2013) Wehner, A, K. Gump, A, W. Downey, S. (2011). The effects of Second Life on the motivation of undergraduate students learning a foreign language. . Computer Assisted Language Learning. 24 (3), pp. 277-289 PsycARTICLES [Online] Available at: http://web.ebscohost.com/ehost/detail?vid=16&sid=7b74c8e1-0940-4ea8-b3f7- 6d0df0a87822%40sessionmgr113&hid=118&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=e hh&AN=61274762 (Accessed: 07/05/2013)