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
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.
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
Talk about examples
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
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
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
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.!
Way up good and bad
Does the gaming industry combinedwith identities, shape our childrensfuture?Student No: - 1100829
Gaming AffectsAdachi and Willoughby (2013): - cumulative effort over time to achievea goal.”Gentile et al, (2004, p.6): - Stated that teens who play violent videogames for extended periods of time: See a decline in schoolachievements.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 IndustryIs the gaming Industry to blame?Gagne (2001): - “opportunity to expose themselvesto a variety of experiences without concern for theresults of those actions. Doing so allows theindividual to develop a core self, or identity”.
“In all moral panics, patterns emerge of how the mediachooses to portray what society finds threatening, andwhat the panics mean in a larger societal context.”(Gagne, 2001).Cohen (2011,p.5) These facts reveal some vital images ofCohen’s theory of moral panic which is mediaintervention, theories of deviance amplification, self-fulfilling prophecies.Moral Panics Continued …
Stets and Burke (2008, p.130) states that a‘collection of a person’s self-conceptualisationsand attribution of meanings to their self, usuallywith respect to a certain role’Lawler (2008, p.40): -‘Identity CrisesDoes Identity Matter?Jenkins (2008,p5)
Identity PerspectivesMcDougall and O’Brien (2007) distinguish betweentwo different affects. Psychological view is where theperspective of the individuals minds, how immersedthey are within a particular game. Sociologicalapproach looking at groups within society and howimmersion can change from being an individual’sproblem and leading to consequences within society.
Supporting Video GamesGee (2001) offers a critical perspective claiming thatgaming not only promotes team leadership but alsocritical thinkingFerguson (2013,p.62) “The State’s evidence is notcompelling. Dr. Anderson admitted that the effect sizes ofchildren’s exposure to violent video games are “about thesame”. Same effects have been found when childrenwatch cartoons, or when they play video games like Sonicthe Hedgehog even when they view a picture of a gun.”
Against Video GamesGentile & Anderson, (2003) violent video games mayhave even stronger effects on childrens aggressionbecause : -(1) the games are highly engaging and interactive(2) the games reward violent behaviour, and because(3) children repeat these behaviours over and over asthey play.
Gaming FutureSome claim the future of gaming has already arrived. Fully immersed inthe game on a treadmillhttp://www.youtube.com/watch?feature=player_embedded&v=qpHWJMytx5I# (Virtuix Omni, 2013).Link to what I believe the future will be Fleming (2013) articlehttp://www.digitaltrends.com/gaming/a-quick-peak-into-the-future-of-gaming-how-nuerogaming-will-improve-games/
Gaming affects future and IdentityIn years to come will the gaming culture intodays society affect our own identity andtransform us into something we are not?
ConclusionDoes the gaming industry combined withidentities, shape our future?
BibliographyAdachi, P and Willoughby, T. (2013) Do Video Games Promote Positive Youth Development?” -Journal of Adolescent Research; Mar2013, Vol. 28 Issue 2, p155-165, Education ResearchComplete [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=ehh&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: NewYork.Ferguson, C. (2013) Violent Video Games and The Supreme Court, American PhysiologicalAssociation, 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 May2013).
Bibliography Continued …Gagne, K (2001) Moral Panics Over Youth Culture and Video Games. A Major Qualifying ProjectReport, 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 onadolescent 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 andJune Tangney (Eds.), Handbook of Self and Identity, 128-152, Guilford Press [Online]. Availableat: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: 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: 07May 2013).