Mc502 powerpoint 2011

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Mc502 powerpoint 2011

  1. 1. "What are the social effects of video games and virtual worlds on our real lives and future existence?"<br />MC502SeánCaheny 0803513<br />
  2. 2. Video games AND VIRTUAL WORLDS<br />Why do people play video games and use virtual worlds?<br />-Entertainment<br />-Interactivity<br />-Identity<br />Who are the players/gamers?<br />
  3. 3. Moral Panics<br />Stanley Cohen<br />"[a] condition, episode, person or group of persons emerges to become defined as a threat to societal values and interests.” , “Those who start the panic when they fear a threat to prevailing social or cultural values are known by researchers as "moral entrepreneurs", while people who supposedly threaten the social order have been described as "folk devils.“ (Cohen, 1972)<br />“Societies reproduce and maintain a set of social norms is to exaggerate the ‘dangers’ at a relatively early stage of developing types of behaviour that might threaten the society’s ‘normal’ codes of behaviour” ”(McDougall and O’Brien,2008).<br />
  4. 4. Social Effects of videogames<br />Emotional Effects<br />Behavioural Effects<br />Ideological Effects<br />
  5. 5. Addiction<br />Social isolation(Leading a sedentary Lifestyle)<br />Obesity<br />Neglect of Education<br />South Korea<br />
  6. 6. It’s Not all doom and gloom<br />A positive outlet for aggression and emotions.<br />Gives players a sense of achievement.(Confidence)<br />Learning a new literacy and new skills.<br />Social Interaction<br />Edutainment<br />
  7. 7. The Future Of gaming and virtual worlds<br />Online/MMO Gaming<br />New Technologies- More Interactivity (Kinect, 3D Gaming, Emotiv EPOC headset)<br />eXistenz- Augmented Reality<br />
  8. 8. Reference List<br />Gentile, D. & Gentile, J. (2008) 'Violent Video Games as Exemplary Teachers: A Conceptual Analysis', Journal of Youth and Adolescence, 37 (2) pp. 127-141, Springerlink [online]. Available at: http://www.springerlink.com/content/7706114365625653/fulltext.pdf (Accessed: 18 February 2011).<br />Johnson, S (2005) Everything Bad is Good for You. London: Penguin.<br />McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur.<br />Newman, J (2004) Videogames. London: Routledge<br />Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 18 February 2011).<br />http://en.wikipedia.org/wiki/Video_game_genres (Accessed 02 May 2011)<br />http://en.wikipedia.org/wiki/Moral_panic. (Accessed 02 May 2011)<br />http://en.wikipedia.org/wiki/Emotiv_Systems (Accessed 03 May 2011)<br />http://news.bbc.co.uk/1/hi/technology/4137782.stm (Accessed 03 May 2011)<br />http://www.businessweek.com/globalbiz/content/mar2007/gb20070326_937184.htm (Accessed 04 May 2011)<br />

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