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Gameplay and Identity - MC502 Presentation


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MC502 Presentation
Gameplay and Identity - How is the gaming industry shaping our children's future?
Student: - 1100829

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Gameplay and Identity - MC502 Presentation

  1. 1. Gameplay and Identity - How is thegaming industry shaping our childrensfuture?Student No: - 1100829
  2. 2. Gaming Affects AnalysisAdachi 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
  3. 3. 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”.
  4. 4. “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 …
  5. 5. BioShock - Gameplay
  6. 6. 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 Crises”.Does Identity Matter?Jenkins (2008,p5)
  7. 7. Identity PerspectivesMcDougall and O’Brien (2007) distinguish betweentwo different affects. “Psychological view is wherethe perspective of the individuals minds, howimmersed they are within a particular game.”“Sociological approach looking at groups withinsociety and how immersion can change from beingan individual’s problem and leading to consequenceswithin society.”
  8. 8. Gaming affect who we are and our identity!
  9. 9. Supporting Video GamesGee (2001) offers a critical perspective claiming that“gaming not only promotes team leadership but alsocritical thinking”.Ferguson (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 likeSonic the Hedgehog even when they view a picture of agun.”
  10. 10. 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.”
  11. 11. Gaming Future – What does the future hold?Some claim the future of gaming has already arrived. Fully immersed inthe game on a treadmill (Virtuix Omni, 2013).Link to what I believe the future will be Fleming (2013) article
  12. 12. 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?
  13. 13. ConclusionDoes gameplay combined with identities,shape our children’s future?
  14. 14. 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: (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: (Accessed: 1 May 2013).Fleming, R (2013) Digital Trends. Available at: (Accessed: 1 May2013).
  15. 15. Bibliography Continued …Gagne, K (2001) ‘Moral Panics Over Youth Culture and Video Games’. A Major Qualifying ProjectReport, Degree of Bachelor Science [Online]. Available at: - (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 behaviours, and school performance.’ Journal of Adolescence,27, 5-22.Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: (Accessed: 20 March 2013).Jenkins, R. (2008) ‘Social Identity’. (Eds.3) USA: New YorkLawler, S. (2008) ‘Identity Sociological Perspectives’. Great Britain: Manchester.McDougall, J and O’Brien, W (2007) ‘Studying Videogames.’ Abingdon: Auteur.
  16. 16. 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: (Accessed: 3 May 2013).STGBree (2010) Bobo Doll experiment (Bandura). Available at: (Accessed: 3 May 2013).Toole, E. (2012) Dangerous Instincts: Use an FBI Profilers Tactics to Avoid Unsafe Situations.USA: New York.Virtuix Omni (2013) Omni + Rift = True VR (TF2) Available at: (Accessed: 07May 2013).