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FMP RESEARCH
KIERAN BEAL
CONTENT RESEARCH
PETER GRAY
A blog entry from psychology Ph.D. holder Peter Gray discusses the benefits of playing
videogames, the studies from which these facts originated, and tackling the reasons that
videogames have been attacked throughout the years, and his rebuttal as to why he
believes these attacks are fear-mongering false claims. He breaks down the attacks on
videogames into the 3 most common complaints. (1) that videogames make people
socially isolated (2) that they reduce the chance for outdoor activities and therefore lead
to obesity and physical health issues and (3) they promote violence in kids if they contain
violent content.
However diving into research literature actually reveals the opposite to be true, and for
the third point about violence, he argues that if violent content causes violence in
children, then wouldn't that extend to other sources not just video games? For instance
William Shakespeare's account of Hamlet's murder of his stepfather? Only difference is
children are made to read Hamlet in school. He argues that making friends in
videogames, which has become an increasing trend with the increasing popularity of
online gaming, requires the same level of social skills as making friends in real life. Due
to the fact that video game developers now design their games in a way that player on
player interaction becomes almost a must to progress, it allows people playing these
games to develop those social skills necessary to make friends, both in the video game
PSYPOST (THE SIMON TASK)
A website that backs up the idea of the video games having more benefits than negative
consequences is the website 'Psypost'. For example they state that players of action
based video games have a lower threshold for contrast recognition in visual processing
network, which basically means they can identify changes in contrast quicker. Studies
have also shown a correlation between playing action based video games and a quicker
response time. A study by University of Leicester researcher Claire V. Hutchinson and her
colleagues examined how video game training may impact the selective and inhibitory
aspects of attentional control. This was accomplished by exploiting a known conflict in
the attention system called the Simon Effect. The Simon effect is rather simple,
essentially it's the description of the slowing of reaction times due to stimulus-response
at it's source and responding devices are moved away from each other in regards to
physical proximity.
In this experiment there were 60 participants who had no video game experience
whatsoever, they were all asked to complete a test designed to elicit and measure the
Simon effect, it involved targets on a screen and triggers in each hand. They were then
told to respond with a certain trigger depending on the shape and colour of the target
on screen, the reaction times to these tasks were slower when horizontal location of the
PSYPOST (THE SIMON TASK)
However this was just the initial phase to the experiment, after completing this task they
were then assigned to 4 groups randomly, the first 2 were to play an action game for one
hour a day for 10 days, the only element being altered being the gaming system that was
used. The third group did the same training but on a visual training video game I.e. not
action based, and the final group acted as a control group with no training at all. After this
10 day period was up subjects were once again asked to repeat the initial task and as
predicted those who had the training based off action video game training had the quickest
response time. The conclusion they drew from this experiment was the video game
experience could indeed improve the cognitive processes by reducing the impact of conflicts
between stimulus and response locations.
CURRENT BIOLOGY
Another study published by Current Biology looks at the benefits of playing video games to
see whether improved probabilistic inference may explain such broad transfer. "By using a
visual perceptual decision making task to show for the first time that action video game
experience does indeed improve probabilistic inference". Essentially this was to test whether
or not videogames could improve your ability to predict future actions.
To test the hypothesis they had gamers and non-gamers take part in a simple experiment, a
dot direction discrimination task, meaning they had to predict where the dot was going to
move on the graph to map out the path for it. "if action video-game players do make better
use of the evidence, we should find an increase in the absolute value of the log odds in their
model. This is indeed what was observed, with the log odds being 19% higher on average
across all gamer subjects". Simplifying this again it means that all test results concluded
that people who play video games regularly had a 19% higher success rate in predicting the
path of the dot onscreen.
HEALTH
The website 'Health' research towards Alzheimer's and Dementia state that puzzle games
can help improve memory, but it is circumstantial. The idea that video games can make
you smarter is something that has been exaggerated and if not then debunked as a myth
entirely. For people who were showing a decline in mental health regarding memory they
carried out a test where they played these memory games and the conclusion was that
they did indeed have increased memory ability. However the catch to this is that most of
the training took place in groups with supervision, meaning that this method may have
been less helpful for people at home by themselves.
On the other hand when people who were already diagnosed with Dementia took this test
it had no effect, meaning that this method seems to be more effective in the early stages
of life when the subjects are younger or/and when they're mental health is still in pique
condition. Several software programmes and games in the past have been marketed for
memory enhancement, however experts say that any sort of mental boost from these
programmes/games is down to a kind of placebo effect.
While there is little scientific evidence to support these claims, repeated studies of brain
training exercises, even online versions had a benefit on people who weren't yet
diagnosed with dementia, provided that they did so in a group, doing so alone had no
NATIONAL GEOGRAPHIC (EYESIGHT)
Once again it links back to action based video games, a report from the National
Geographic suggests that game such as Unreal tournament, Halo and Call of duty can
actually improve eyesight. An ability called contrast sensitivity function, allows people to
detect in even subtle changes in shades of grey, one of the first abilities that decays with
age. Which why according to the university of Rochester, a regular video game training
regimen can have long lasting visual power, previous research shows that gaming can
improve another set of visual skills. According to work led by Daphne Bavelier from the
university of Rochester, not to be confused with Daphne Bavelier from the university of
Geneva, who is also a professor in the same field that I also mention in this research. This
includes the ability to track several objects at the same time as paying attention to a
series of fast moving events Bavelier said, "A lot of different aspects of the visual system
are being enhanced, not just one".
"You need to retrain the brain to make use of the better, crisper information that's coming
in" as a result of your improved eyesight, she said. In an experiment of expert action
gamers playing games like Call of Duty and experienced non-action gamers playing Sims
(life simulator), the players of Sims didn't see the same benefits of those playing Call of
Duty, so why is it that action based video games can sharpen visual abilities?
"It may be that locating enemies and aiming accurately is a strenuous, strength-building
workout for the eyes", she said. Another possible explanation is that the unpredictable,
constant changing environment of an action game requires players to monitor vast
BBC (AGGRESSION)
Aggression has been at the core of videogame controversies since the inception of the
violent videogame genre, the idea is that violent games such as Mortal Kombat, Call of Duty
and Hitman elicits violent behavior in young people. However this idea has been largely
debunked as the BBC suggests. In 2015 "over 200 academics openly signed a letter
criticizing the controversial research suggesting a link between aggression and
videogames". The findings however were released by the American Psychological
Association, (APA) they stated that video are one of the factors that can be linked to
aggression, however it cannot pinned down to a singular factor alone. "The research
demonstrates a consistent relation between violent video game use and increases in
aggressive behavior, aggressive cognitions and aggressive affect, and decreases in pro-
social behavior, empathy and sensitivity to aggression," according to the report. What this
means is that the research showed that playing violent videogames led to an increase in
anti-social behavior, aggressive tendencies and an increase in being prone to anger.
A large group of academics criticized the methodology of the research as a large portion of
the material used in the research had not been subjected to peer review, this means that
much of the material had been published without being reviewed by other professionals,
leading people to question the validity of the research. "I fully acknowledge that exposure
to repeated violence may have short-term effects - you would be a fool to deny that - but
the long-term consequences of crime and actual violent behavior, there is just no evidence
linking violent video games with that," Dr Mark Coulson, associate professor of psychology
at Middlesex University.
BBC (AGGRESSION)
The same taskforce from the APA stated that more research would be required to establish
a link between videogames and violent behavior, however 230 academics from varying
universities openly signed a letter to the APA, saying that youth violence in the US and
around the world is currently standing at a 40 year low point.
"This decline in societal violence is in conflict with claims that violent video games and
interactive media are important public health concerns," they wrote. The Oxford Internet
Institute wrote last in 2014, suggested the idea that the inability to play a game is more
likely to bring out aggressive behavior, rather than the contents of the game itself.
Coming from the lips of Dr. Andrew Przybylski; "We focused on the motives of people who
play electronic games and found players have a psychological need to come out on top
when playing". He went on to say that, "if players felt thwarted by the controls or the design
of the game, then they can wind up feeling aggressive". He concluded that the need to
master the game turned out to be more significant than any violent content the game
contained.
BBC (AGE RATINGS)
There are indeed age ratings strictly enforced by PEGI, (the Pan-European Gaming
Information) system in order to protect young people from these games, the age ratings
are 3, 7, 12, 15 and 18. Violence is hard to classify however, for instance on the PEGI
website; an 18+ game certificate will say "may contain scenes of gross violence". The APA
is calling for additional in-game controls in addition to the current ratings. "This is
censorship by another route" says Dr. Coulson, he went onto say that "the people making
these games are more competent than the people acting as gatekeepers". However there is
no foolproof way to ensure that young people don't play these violent games, there are
always ways for them to play such games, playing them at a friends house, or when a
parent buys it for them are the two most common ways they get to play these violent
games, therefore PEGI can only place restrictions that cover the general public, at which
point legally it is no longer their responsibility.
AMERICAN JOURNAL OF PLAY
In the archives of the American Journal of play from 2014, a report written by
researchers Adam Eichenbaum, Daphne Bavelier, and C. Shawn Green, summarizes their
once recent research covering the long lasting positive effects of playing videogames. Under
the segment entitled 'why videogames are effective teaching tools', they talk about why
videogames are psychologically beneficial, and the short of it is they provide basic
psychological needs to the player. Pulling a quote from the article. "These include autonomy,
competence and relatedness". Autonomy means that the games make the player believe they
have control over their actions and decisions, particularly with modern, story driven games.
Competence in that the player believes that they have the skillset needed to achieve those
goals, and relatedness in that they feel socially connected with other human beings in the
game world.
Research has already shown that our brains release small amounts of neuro-chemicals
related to reward processing, for instance, dopamine. These are the same chemicals the
brain releases when a hungry/thirsty person receives food or water, as well as when
someone takes one of the commonly abused drugs. As a matter of fact a study by 'Koepp et
al. 1998' researched the idea that playing videogames has the same effect with dopamine as
drug use. In a way this reward structure of chemical release from the brain is our way of
telling it that something important has happened, causing re-organisation of the brain to
AMERICAN JOURNAL OF PLAY/SUPER
BETTERThe article goes onto say that positive reinforcement may not be enough however, that
this reinforcement also has to coincide with in-game events. Over half a century ago we
discovered that animals work hardest and longest when they work under the impression
there is always a chance their next action will lead to a reward, because they never know
exactly when the next award will come.
The result is that people are strongly motivated to keep working under the spirit of
getting the reward at any point, some videogames go further with this by layering the
award structure systems to keep the player further motivated to keep going. As
mentioned previously this reward structure has the same addicting affect from the release
of dopamine as a heroine addict looking for their next fix, just without the self
destructive side affects. This breakthrough in gaming neuroscience was first discovered
in 1998 when British scientists found playing videogames led to a massive increase of
dopamine in the brain. However what reportedly shocked the scientists was that the
dopamine release from playing videogames was, exactly the same to when the scientists
injected the test participants with a dose of 'amphetamines intravenously' meaning games
have exactly the same affect on people as highly addictive substances. On the other hand
however while this previously mentioned structure is used as a genuine reward system in
some games, other game developers use the same psychology against people for a more
GAMBLING CONTROVERSY
This is a far more recent issue that surfaced in videogames, developers have found a way to take advantage of the
reward systems and positive reinforcement psychology against players by putting all their rewards behind paywalls,
most commonly referred to as 'loot crates'. The premise is simple, players pay a certain sum of real life currency from
their bank account to the game publisher, and in return the game gives them the opportunity to spin a wheel of
chance to win a reward. This could be something such as weapons or armor or even animations for their in-game
avatar. However the problem is that this loot crate system is often rigged, just like fruit machines in casinos, to give a
poor reward that was never worth the money they spent. However it differs from fruit machines in that you are
guaranteed to get something for your money, whether it was what you were hoping for or not is irrelevant, which is
why it can't be legally classed as gambling.
Often games will try to lure players into this system by giving them a certain amount of in-game currency to spend
on this loot crate system to give them a taste for it, the issue is just like gambling, once you get hooked on it, it's
very difficult to stop, and you have to buy the in game currency yourself after you have run out, or spend hours
playing the game to earn this currency to do so without paying. The problem there is that dopamine is like a drug as
mentioned previously, so people always want to take the shortcut to getting the rush they want, which involves
paying. The reason this is so addicting is because the dopamine rush players get from the loot crate system, has
already been received when they push the button to spin the wheel. Not when the item is received, because dopamine
isn't received at the point of getting a bad reward (which happens very often) it starves the person of the rush they
then crave, therefore the rush is even greater during the moment of tension when you're hoping to get what you
want. Which means they become addicted to the chance of getting the reward they want, rather than actually
receiving it, because they have been conditioned to be this way by the system. This becomes especially effective when
the rewards you keep getting are poultry in comparison to what you can get, the knock on effect to this means that
the dopamine rush you get when you do finally get the item you wanted is incredibly intense. For evidence of that
look at any FIFA pack opening when the player gets a high level character vs a low level one on YouTube such as
this: KSI FIFA pack opening(warning: excessive use of offensive language)
Naturally the effect of this motivates you to keep opening these packs or loot crates, in the hope that you can get an
item like this again, it is important to note that not everyone is affected by this, people who are old enough for
example who know about the system typically don't get drawn into it as much as they can resist the temptation.
GAMBLING CONTROVERSYTo make this potential issue even worse, many of these games have been designed to be
suitable to children, games such as FIFA football, since it's not a violent game the ESRB
(Entertainment Software Ratings Board) gave it a rating of E for everyone. FIFA is one of the
worst culprits for this loot crate system, the ultimate reward in their system is something
they call the 'Ultimate team' this is basically a team of players who have the best statistics in
the game. Just the promise of the chance of getting the ultimate team from card packs in
FIFA has led EA (Electronic Arts) to generate 800 million dollars in 2017, 20% up from last
year. Much of this will have come from children, as a result of the young age rating, of
course children don't have jobs so they can't pay for this themselves, and parents typically
have more sense than to blow all of their finances on loot boxes, so how do they do it?
In a story from the BBC they report that a child spent up to 6 thousand pounds on micro-
transactions on their parents credit card over just 2 weekends after accessing their families
iTunes account. Apple agreed to refund the family, however not all families are so lucky
when children use their bank account for gaming. Microtransactions are similar to loot
crates, they are in app purchases that have a set price, the difference is with
microtransactions, is that you know what you are buying before hand, which makes them
seem more tempting. However micro-transactions are far more common in mobile gaming.
It's impossible to find a mobile game that doesn't use unique in-game currency you have to
pay for to get unique items, however the largest player in this game by far is the Mobile title
'Clash of Clans' by Supercell gaming. Last year in 2018 they generated a gross revenue of
2.3 billion dollars, creating a total profit of 964 million dollars, generated from their games,
'clash of clans', 'clash royale' and their most recent release, 'Brawl stars'. What's important to
DISEASE CONTROL
In the book 'Super Better' by Jane McGonigal she explores the possibility that video-games
help us develop as people through the characters that we build throughout the game, she
states how multiple games can "increase our character strengths- like grit, perseverance,
compassion, and work ethic." She brings up a specific game called Re-mission, mentioning
how at first glance the game appears to be a simple shooter, of a robot traversing corridors
using various weapons to take out enemies. However this game is in a fact a coping
mechanism to help people with cancer deal with treatments, because taking a closer look at
the game, Roxxi, the playable character is a robot moving through the human body taking
out cancer cells using 'weapons' such as Chemotherapy blasters and anti-biotic grenades.
Missing doses of medication when dealing with cancer is dangerous, especially when it's a
child, it rises the chance of the Cancer coming back, in fact 80% of cases where cancer
returns in children is related to missing doses of treatment, people are aware of this but
still miss doses for any number of reasons. Usually because they are busy, subconsciously
forget to take it or are simply sick of the side effects, Re-mission was designed to make
young people feel more optimistic and motivated about taking their medication. In an
interview with the senior Hopelab (the developers of the game) researcher and UCLA
professor medicine Steve Cole, Jane was told that, "30% of kids miss 20% of doses or more,
those kids have twice the chance of having rebound on the Leukemia. This is a completely
DISEASE CONTROL/SELF EFFICACY
Did this videogame trick work though? The answer thankfully is an overwhelming yes, in a
clinical trial, patients who played this game for as little as 2 hours, had better medication
adherence for three months. Electronic pill cap monitors showed that players took 16% more
anti-biotics doses over a 3 month period than other players than non-players. This means
that the game eliminated half of the originally missed doses, Re-mission players who had
their blood tested had 41% higher levels of medication in their system, they were much more
efficient at keeping up with medication and as a result were much more likely to stay in
remission.
(this trial was conducted with 375 patients, aged 13 to 29 at 34 medical centers across the
United States.)
Jane goes onto say that a quarter of the patients in this trial had never played videogames
before that point, and a third said they only played for about 1 or 2 hours a week, the
conclusion that can be drawn from that is that this method works for people who are both
hard-core gamers and infrequent/non-gamers, as a result from this clinical trial, Re-mission
has been distributed to 250,000 patients world-wide.
However it wasn't just the rate at which medication was being taken that was being
measured, no in a separate clinical trial researchers were tracking psychological changes in
SELF EFFICACY
The reason videogames are such an efficient way to teach us this is because of it's structure
towards teaching self-efficacy. You start off with basically nothing and you overcome
challenges the game throws at you. Each time you get overcome one of these challenges not
only do you feel good about yourself, but you also get a reward for your efforts, each time
the challenges get increasingly difficult. (if the game has been designed correctly) Re-
mission follows this same structure, implanting a concrete skill, the player keeps trying
until they succeed, the belief that through practice and learning they will continue to
succeed. According to Jane McGonigal, "this is the classic path to self-efficacy: accept a
goal, make an effort, get feedback on that effort, improve a concrete skill, keep trying and
eventually succeed." Obviously games aren't needed to achieve this mentality, but because
games are meant to test and make you work to succeed, they are an efficient way of getting
there.
Self-efficacy is also a lasting mindset, permanently changing how you think, what you
believe and what goals can be realistically achieved, which is why this game Re-mission
worked so well, it was a source of self-efficacy for young patients, trapped in a situation
where it otherwise it easy to feel powerless in their own life, this game allowed them to see
that their treatments weren't just exhausting procedures that they were forced to do,
instead they could see them as powerful weapons they had full control of, that perspective
WORK ETHIC
Studies have also tested the determination of different gamers and non-gamers. In a controlled
experiment they had people who played games frequently and people who did not, complete the same
puzzles increasing with difficulty each time. The findings from this experiment were that anyone who
didn't play games regularly were much more liable to give up quicker when the task got harder,
however people who played games frequently had a much stronger sense of persistence before they
were ready to give up on something, even under difficult circumstances. There have also been other
tests that account for this (not based on video games) that proved when an individual succeeds in a
challenging task, that effect carries over into the next task they did and they were more determined to
complete it and less frustrated in setbacks.
As a result from these tests scientists have proposed that a high release of dopamine is the key to a
stronger work ethic. What's important to note is that a strong "work ethic isn't a 'moral virtue' that can
be cultivated simply by wanting to be a better person, it's actually a bio-chemical condition that can be
fostered, purposefully, through activity that increases dopamine levels in the brain." -Jane McGonigal
author of 'Super better'.
Which quickly explains why challenging video games like 'Dark souls' or 'Cup head' primes us to deal
with everyday challenges with higher effort and determination. Indeed a recent report from a team of
25 scientists from the UK, Belgium, Germany, France and Canada together stated that frequent
gamers, whom for simplicity in this case are people who play games for an average of at least 9 hours
a week, have a higher gray matter volume in the left ventral striatum. Gray matter is just what your
brain is made up of, it's what creates every part of the brain from the frontal lobe to the optical lobe,
and essentially what this would mean for the person who has more grey matter, is that they would
have a more powerful brain. However this doesn't mean in general, the left ventral striatum is the
reward processing part of the brain and in this case the more powerful it is, the more cognitive
resources it can devote to determination, optimism, motivation and learning.
NEUROPLASTICITY
Neuroplasticity, is the brain's ability to re-organise itself by forming new neural connections
throughout life. It allows neurons (more commonly known as nerve cells) in the brain to cope with
injury and disease, and adjust it's activities in response to new situations or changes in it's
environment. Essentially, it's your brain's ability to adapt and deal with additional stress to the body,
even when circumstances change dramatically. Professor Daphne Bavelier, a noted mind in the field of
psychology at the University of Geneva in Switzerland, is someone I have mentioned before, and she
has been studying the effects of action video games on neuroplasticity and learning. After over a
decade of her research, she firmly believes that games are attributed to neural re-organisation,
resulting in increased attention, faster decision making and more effective learning.
Another professional who supports Bavelier is Judy Willis, M.D., she's a neuroscientist who believes in
the power of games to rewire players brains for the better. She is a former resident at UCLA's neurology
clinic, and she spent 15 years seeing patients in her own pediatric neurology practice. Quoting one of
the basic principles of neuroscience she has a fondness for saying "Neurons that fire together, wire
together." The idea is that the more you repeat a thought pattern, the stronger the neural network that
drives it becomes, the stronger the network, the more likely you are to repeat that action in the future.
The consequence to this is that because patterns are repeated so often, the neural networks become
less vulnerable to degradation over time, because the pattern becomes easier to access with neurons
firing 100 times faster than they used to. (an estimation) Therefore according to Willis this means that
the self-efficacy that we get from playing video games is not just a belief, "It's a way of thinking that's
hardwired into the brain, a result of repeated activation of specific neurological circuitry that train the
CONCLUSION (CONTENT RESEARCH)
I decided to do extensive research for the content of my film, because I plan to have it over 5 minutes
long I want there to be enough to fill the gaps, however I doubt I will need everything that I have
researched. I decided to research more than what was necessary so that I would have the option to cut
parts out or add parts in depending on how production pans out. However for the time being I think I
would like to start the video off covering the basic controversies of video gaming, it seems as though
the convention on gaming documentaries states that it has to start with an introduction on the concept,
I will be doing this however I will be incredibly brief as the advancement of gaming has become
common knowledge at this point, with gaming becoming such a huge industry.
I will address the issue of violence in games influencing young people however I will keep it brief,
mentioning the experts, the studies involved and their proposals, as this is an area of gaming that has
not only been talked about many times before now, but has also been debunked almost entirely. I will
also want to include then idea of videogames increasing hand eye co-ordination however I will not
being going into as much detail. I will likely mention the researchers and the experiments they
conducted, but not go into too much detail of the experiments as that will consume far too much time,
this is going to be a running theme for the whole video. Next I will include the experiment that shows
gamers have a higher accuracy rate when predicting near future events. However I will also keep this
section very brief, as the biology behind it is incredibly complicated and difficult to understand, I will
simplify this if I can however once simplified it will be a brief section regardless. The topics of improved
memory and eyesight will likely start to come in towards the center of the video, the topics are slightly
more complex and they will need extra time contributed to them to cover them properly, age ratings in
gaming will go alongside the topic of aggression but I will keep it very brief as it's a simple concept that
doesn't need much explaining.
However the topics towards the end of the video will require the most time to explain, as they link
PRODUCT RESEARCH
HYPERNORMALISATION
This is a documentary made in 2016 by Adam Curtis, addressing the socio-economical and
political changes that have happened in our world since 1975, such as the austerity in New
York in 1975. However for me the subject of the film is irelevant oppposed to the techniques
Mr. Curtis uses. For the entirety of the documentary he uses archival footage to illustrate
what he is talking about, this includes the interviews, this is evident by the drop in picture
quality by todays standards, he also uses narration throughout all of the documentary in a
formal style, addressing everything in a professional, monotone manner.
He is able to use an engrossing soundtrack, combined with compelling visuals in order to
engage the audience, it is likely aimed at an older audience, the style of the documentary is
very remisicent of old TV and footage that would click wth them, it is also events that they
probably will remember happening, so it may not be nostalgia, but a sense of relation to
what is being told about onscreen.
However at the same time he also speaks of events in more recent history, in doing this he is
able to not only capture the attention of an older audience, but a younger audience too as
they will also be able to remember a large portion of what is being discussed, however it is
clearly targeted at an older audience due to it's very formal delivery.
NUCLEAR WEAPONS
This is a documentary created by the BBC in 2017, discussing the discovery of fission, the
creation and meaning of the very first nuclear bomb. It uses techniques very similar to what I
want to use in my film. It uses archival footage of nuclear detonations and war footage to
illustrate the narration. This is something that is going to be present throughout my film as
well. They use footage where it will directly line up with what the narrator is saying, making the
visuals far more relevant.
It also uses interviews seperated into different parts of the video, to help explain the point
being made, what the interviewees are saying also have their context made by the narator,
previously, so the question need'nt be asked. This is also a technique I want to be able to copy
into my film, as it is a varied and engaging way to explain the facts by having multiple faces
confirm what you are already saying.
This documentary also seperates it's subjects into different categories, like many
documentaries however this one seperates through direct text on the screen. This is a
technique I want to copy, however they have done this simply through an onscreen label. I want
to use a method of seperating the subjects covered in each part of the video, with a style that
suits the context of the documentary as a whole.
COLD WAR, HOT JETS
Much like other documentaries, this one uses a mix of archived footage and footage
recorded themselves. This is an approach I want to use because it breaks up the
monotony of the narration, it also creates variety in the footage that is being used,
making it more visually engaging, consequentially it is far more likely it will hold people's
attention for longer. Given the potential run time of my documentary, it is entirely
possible that it could drag in parts without some variety in what the audience is viewing.
They also have a tendency to vary who is narrating the video in parts, while the changes in
voice were subtle they were present, which further breaks up the narration. In addition to
this they also make the script engaging, while they do present the facts they make the
script interesting to listen to through the verbiage, as well as putting up footage that was
relevant to what was being said. This subconsciously makes you pay more attention to
what is happening onscreen, which is a crucial step to making an engaging documentary.
AUDIENCE RESEARCH
SURVEY RESULTS
After individually analyzing all of the responses that I collected from my survey (the results
to which can be viewed by clicking the link below) There are a few data trends that were for
the most part consistent with minor deviations. All of these trends seemed to line up with
age, a common trend for all age groups was that they had played a video game of some
sort before. Meaning that the majority of my audience from any age group is aware of the
concept of videogames and has experience with them so I won't have to introduce it at the
start of my documentary. The second common data trend was that younger people (up to
the age of 24) play video games far more, so unsurprisingly they also had a more positive
or measured approach to how they view videogames. The main reason they provide for this
is that they believe that video games provide psychological benefits such as increased
reaction time and that video games give them a form of escape from their lives.
People who were aged 25-34 had more of a neutral stance, not sure on how to treat video
games. However people who are over the age of 45 had mostly neutral or negative
attitudes towards the subject, mainly negative however. They mostly never play video
games now and the most common gripe was how they found it difficult to get their children
off it, claiming they are incredibly addicting and cripple social skills. However despite this,
even though there were a few people who break off from this trend. The majority of people
from all age groups not only are interested about how the human mind operates, but wouldhttps://www.surveymonkey.com/results/SM-
AUDIENCE RESEARCH
Other surveys which connect to wider group of people than mine also have similar statistics,
according to the website 'Earnest' the level of expenses in gaming younger people in the US last
year (18-24) was at 16.3%, those statistics descend at a steady pace until you reach the age
range of 41+, where the expenses spike from the 25-40's expenses of 8.6%, to 9.4%, it also
shows that people with a higher degree of education have significantly lower gaming
expenditure rates than those in High school for instance.
This would support my results in the idea that younger people spend far more time of video
games than older people do, and the expenditure decreases over time. Another website which
collected it's own statistics called 'wepc', an they have shown results stating that men, aged
18-29 years old and are currently studying in college, are the ones who play videogames more
than anyone else.
The videogame industry is now larger than the music industry, and an average release cost of a
game now is £60. Therefore it goes without saying that my documentary will more than likely
appeal to people who are in skilled work as they will be paid enough to afford games, however
my research showed that people in upper managerial roles and those with a high education
status soend far less on video games, so it won't entirely appeal to the upper class either.
Therefore it is most likely that my documentary will be appealing to people with a socio-
PSYCHOGRAPHIC
After some research into the different psychographic types, I have come to the conclusion
that my target audience is somewhat of an anomoly, as they don't accurately fit into any of
the defined catagories, they worry about their family playing videogames but not anyone
who isn't close to them, so they aren't saviours, however they aren't doomsdayers either
because they don’t believe that video games will bring down the human race. Thy aren't
achievers because these people focus more on being successful than anything else, and they
aren't emulators because these are more closely regarded to the younger demographic, due
to the impulsive spending.
However I believe that the closest psychographic to match my target audience in the
'resigned'. These people seek survival, and have rigid, authoritarian values, they're interested
in past and tradition, and they are typically older people. I believe this one works best
because video games shape the mind of younger people who play them, modernising a
generation. Something that resginers hate, Which would explain the negative attitudes
towards videogames, they only became popular relatively recently and therefore are not old
or traditional, they are part of a changing world.
AUDIENCE APPEAL
Typically it is human nature to not want to listen to an opinion that differs from your own,
for evidence of that look at targeted advertising, companies try to sell products to us on our
phones now as individuals, by monitoring our online behaviour they can determine what we
will appreciate, hence why you typically see ads for stuff that appeals to you individually. It's
the same with film consumption, if you don’t like video games, there is a high chance you
won't want to watch something that tells you they're good.
However you would be more likely to watch a documentary that tackles both sides of the
arugment, because it is at least partially sharing in your opinion, therefore I believe it makes
more sense to create a documentary that is informative rather than persuasive. However
because I will be interviewing people in my documentary, and I will also be bringing into
account professional studies, my documentary has a formal structure to it, and therefore I
think the narration should also be formal, as otherwise there would be a cirect contrast
between the two and would throw off the flow of the documentary.
AUDIENCE GENERAL PROFILE/CONCLUSION
• Age- 45-54
• Sexuality- doesn't matter
• Gender- mixed
• Socio-economic status- C2-B
• Psychographic- Resigners
• The reason as to why I picked this as my target audience specifically, is because while the
younger generations are just as interested in the psychology of videogames, they already
have a largely balanced approach to looking at the positives and negatives. People from an
older generation though, who haven't been brought up in a time when video games were
common place, will naturally have a less measured approach. Therefore I think it would be
best to reach out to the older generation of people, to help them gain that more balanced
view on the topic. Then let them come to their own conclsuion, in partiular this will assist
parents and carers in keeping their children safe around videogames, what they should and
BIBLIOGRAPHY• Peter Gray. (2012). The Many Benefits, for Kids, of Playing Video Games. Available: https://www.psychologytoday.com/gb/blog/freedom-learn/201201/the-many-
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• Steven Pace. (2016). COGNITION Action video games improve goal-directed reaction times, study finds. Available: https://www.psypost.org/2016/06/action-video-
games-improve-goal-directed-reaction-times-study-finds-43507. Last accessed 16/1/19
• C. Shawn Green. (2010). Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games. Available: https://www.cell.com/current-
biology/fulltext/S0960-9822(10)00942-5. Last accessed 16/1/19
• Amanda MacMillan. (2016). Yes, Brain Games Improve Memory, But Only Under Some Circumstances. Available: https://www.health.com/alzheimers/brain-games-
improve-memory. Last accessed 16/1/19
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now-worth-USD800-million-annually. Last accessed 18/1/19
• Tam Pham. (2016). The Company Who Made Clash of Clans Is Worth More Than Evernote, Eventbrite, and BuzzFeed Combined. Available: https://thehustle.co/the-
company-who-made-clash-of-clans-is-worth-more-than-evernote-eventbrite-and-Buzzfeed-combined. Last accessed 18/1/19
• Christopher Hooton. (2016). More young people are watching Planet Earth 2 than The X Factor. Available: https://www.independent.co.uk/arts-
entertainment/tv/news/planet-earth-2-ii-young-viewers-x-factor-bbc-itv-david-attenborough-vieiwng-figures-ratings-a7449296.html. Last accessed 21/1/19
• N/A. (2018). Fahrenheit 11/9 (2018). Available: https://www.imdb.com/title/tt8632862/. Last accessed 21/1/19
• The Late Show with Stephen Colbert. (2018). Extended Interview: Michael Moore Talks With Stephen Colbert. Available:
https://www.youtube.com/watch?v=ojgum7H7g8w. Last accessed 21/1/19
• Real Time with Bill Maher. (2018). Michael Moore: Fahrenheit 11/9 | Real Time with Bill Maher (HBO). Available: https://www.youtube.com/watch?v=d79X7Udaa2c. Last
accessed 21/1/19
• Skavlan. (2018). Interview with BBC's legendary Sir David Attenborough | SVT/TV 2/Skavlan. Available: https://www.youtube.com/watch?v=cKAnHAHBonM. Last accessed
21/1/19
• BBC. (2016). The Supergamers BBC documentary 2016. Available: https://documentaryheaven.com/supergamers/. Last accessed 23/1/19
• N/A. (2017). IFPI Global Music Report 2017. Available: https://www.ifpi.org/news/IFPI-GLOBAL-MUSIC-REPORT-2017. Last accessed 5/3/19
• LinkedIn Learning. (2015). Tips on shooting an interview with one camera | video production | lynda.com. Available: https://www.youtube.com/watch?v=E26xv-bZfUU.
Last accessed 19/3/19
BIBLIOGRAPHY• Harold James Madigan (2015). Getting Gamers. Lanham, Maryland: Rowman and Littlefield. 187-201
• Jane McGonigal (2015). Super Better. USA: Penguin Press. 77-104
• Game theory. (2018). Game Theory: How Loot Boxes HACK YOUR BRAIN!. Available: https://www.youtube.com/watch?v=Xu6pXCxiRxU. Last accessed 24/1/19
• Game theory. (2018). Game Theory: WARNING! Loot Boxes are Watching You RIGHT NOW!. Available: https://www.youtube.com/watch?v=-IXgzc41W3s. Last accessed 24/1/19
• Daphne Bavelier and C. Shawn Green. (2015). Action video game training for cognitive enhancement. ScienceDirect. 4 (N/A), 103-108
• Renjie Li, Uri Polat, Walter Makous & Daphne Bavelier. (2009). Enhancing the contrast sensitivity function through action video game training. Natural Neuroscience. 12 (N/A), 527
• Claire V. Hutchinson, J. K. Barrett, Aleksander Nitka, Kerry Raynes. (2016). Action video game training reduces the Simon Effect. Psychonomic Bulletin & Review. 23 (N/A), 587-592
• C.S. Green and D. Bavelier. (2007). Action-Video-Game Experience Alters the Spatial Resolution of Vision. Psychological science. 18 (N/A), 88-94
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the-APA-Task-Force-On-Violent-Media-Opposing-APA-Policy-Statements-on-Violent-Media. Last accessed 30/1/19
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accessed 5/3/19 (refer to intro of script for details)
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  • 3. PETER GRAY A blog entry from psychology Ph.D. holder Peter Gray discusses the benefits of playing videogames, the studies from which these facts originated, and tackling the reasons that videogames have been attacked throughout the years, and his rebuttal as to why he believes these attacks are fear-mongering false claims. He breaks down the attacks on videogames into the 3 most common complaints. (1) that videogames make people socially isolated (2) that they reduce the chance for outdoor activities and therefore lead to obesity and physical health issues and (3) they promote violence in kids if they contain violent content. However diving into research literature actually reveals the opposite to be true, and for the third point about violence, he argues that if violent content causes violence in children, then wouldn't that extend to other sources not just video games? For instance William Shakespeare's account of Hamlet's murder of his stepfather? Only difference is children are made to read Hamlet in school. He argues that making friends in videogames, which has become an increasing trend with the increasing popularity of online gaming, requires the same level of social skills as making friends in real life. Due to the fact that video game developers now design their games in a way that player on player interaction becomes almost a must to progress, it allows people playing these games to develop those social skills necessary to make friends, both in the video game
  • 4. PSYPOST (THE SIMON TASK) A website that backs up the idea of the video games having more benefits than negative consequences is the website 'Psypost'. For example they state that players of action based video games have a lower threshold for contrast recognition in visual processing network, which basically means they can identify changes in contrast quicker. Studies have also shown a correlation between playing action based video games and a quicker response time. A study by University of Leicester researcher Claire V. Hutchinson and her colleagues examined how video game training may impact the selective and inhibitory aspects of attentional control. This was accomplished by exploiting a known conflict in the attention system called the Simon Effect. The Simon effect is rather simple, essentially it's the description of the slowing of reaction times due to stimulus-response at it's source and responding devices are moved away from each other in regards to physical proximity. In this experiment there were 60 participants who had no video game experience whatsoever, they were all asked to complete a test designed to elicit and measure the Simon effect, it involved targets on a screen and triggers in each hand. They were then told to respond with a certain trigger depending on the shape and colour of the target on screen, the reaction times to these tasks were slower when horizontal location of the
  • 5. PSYPOST (THE SIMON TASK) However this was just the initial phase to the experiment, after completing this task they were then assigned to 4 groups randomly, the first 2 were to play an action game for one hour a day for 10 days, the only element being altered being the gaming system that was used. The third group did the same training but on a visual training video game I.e. not action based, and the final group acted as a control group with no training at all. After this 10 day period was up subjects were once again asked to repeat the initial task and as predicted those who had the training based off action video game training had the quickest response time. The conclusion they drew from this experiment was the video game experience could indeed improve the cognitive processes by reducing the impact of conflicts between stimulus and response locations.
  • 6. CURRENT BIOLOGY Another study published by Current Biology looks at the benefits of playing video games to see whether improved probabilistic inference may explain such broad transfer. "By using a visual perceptual decision making task to show for the first time that action video game experience does indeed improve probabilistic inference". Essentially this was to test whether or not videogames could improve your ability to predict future actions. To test the hypothesis they had gamers and non-gamers take part in a simple experiment, a dot direction discrimination task, meaning they had to predict where the dot was going to move on the graph to map out the path for it. "if action video-game players do make better use of the evidence, we should find an increase in the absolute value of the log odds in their model. This is indeed what was observed, with the log odds being 19% higher on average across all gamer subjects". Simplifying this again it means that all test results concluded that people who play video games regularly had a 19% higher success rate in predicting the path of the dot onscreen.
  • 7. HEALTH The website 'Health' research towards Alzheimer's and Dementia state that puzzle games can help improve memory, but it is circumstantial. The idea that video games can make you smarter is something that has been exaggerated and if not then debunked as a myth entirely. For people who were showing a decline in mental health regarding memory they carried out a test where they played these memory games and the conclusion was that they did indeed have increased memory ability. However the catch to this is that most of the training took place in groups with supervision, meaning that this method may have been less helpful for people at home by themselves. On the other hand when people who were already diagnosed with Dementia took this test it had no effect, meaning that this method seems to be more effective in the early stages of life when the subjects are younger or/and when they're mental health is still in pique condition. Several software programmes and games in the past have been marketed for memory enhancement, however experts say that any sort of mental boost from these programmes/games is down to a kind of placebo effect. While there is little scientific evidence to support these claims, repeated studies of brain training exercises, even online versions had a benefit on people who weren't yet diagnosed with dementia, provided that they did so in a group, doing so alone had no
  • 8. NATIONAL GEOGRAPHIC (EYESIGHT) Once again it links back to action based video games, a report from the National Geographic suggests that game such as Unreal tournament, Halo and Call of duty can actually improve eyesight. An ability called contrast sensitivity function, allows people to detect in even subtle changes in shades of grey, one of the first abilities that decays with age. Which why according to the university of Rochester, a regular video game training regimen can have long lasting visual power, previous research shows that gaming can improve another set of visual skills. According to work led by Daphne Bavelier from the university of Rochester, not to be confused with Daphne Bavelier from the university of Geneva, who is also a professor in the same field that I also mention in this research. This includes the ability to track several objects at the same time as paying attention to a series of fast moving events Bavelier said, "A lot of different aspects of the visual system are being enhanced, not just one". "You need to retrain the brain to make use of the better, crisper information that's coming in" as a result of your improved eyesight, she said. In an experiment of expert action gamers playing games like Call of Duty and experienced non-action gamers playing Sims (life simulator), the players of Sims didn't see the same benefits of those playing Call of Duty, so why is it that action based video games can sharpen visual abilities? "It may be that locating enemies and aiming accurately is a strenuous, strength-building workout for the eyes", she said. Another possible explanation is that the unpredictable, constant changing environment of an action game requires players to monitor vast
  • 9. BBC (AGGRESSION) Aggression has been at the core of videogame controversies since the inception of the violent videogame genre, the idea is that violent games such as Mortal Kombat, Call of Duty and Hitman elicits violent behavior in young people. However this idea has been largely debunked as the BBC suggests. In 2015 "over 200 academics openly signed a letter criticizing the controversial research suggesting a link between aggression and videogames". The findings however were released by the American Psychological Association, (APA) they stated that video are one of the factors that can be linked to aggression, however it cannot pinned down to a singular factor alone. "The research demonstrates a consistent relation between violent video game use and increases in aggressive behavior, aggressive cognitions and aggressive affect, and decreases in pro- social behavior, empathy and sensitivity to aggression," according to the report. What this means is that the research showed that playing violent videogames led to an increase in anti-social behavior, aggressive tendencies and an increase in being prone to anger. A large group of academics criticized the methodology of the research as a large portion of the material used in the research had not been subjected to peer review, this means that much of the material had been published without being reviewed by other professionals, leading people to question the validity of the research. "I fully acknowledge that exposure to repeated violence may have short-term effects - you would be a fool to deny that - but the long-term consequences of crime and actual violent behavior, there is just no evidence linking violent video games with that," Dr Mark Coulson, associate professor of psychology at Middlesex University.
  • 10. BBC (AGGRESSION) The same taskforce from the APA stated that more research would be required to establish a link between videogames and violent behavior, however 230 academics from varying universities openly signed a letter to the APA, saying that youth violence in the US and around the world is currently standing at a 40 year low point. "This decline in societal violence is in conflict with claims that violent video games and interactive media are important public health concerns," they wrote. The Oxford Internet Institute wrote last in 2014, suggested the idea that the inability to play a game is more likely to bring out aggressive behavior, rather than the contents of the game itself. Coming from the lips of Dr. Andrew Przybylski; "We focused on the motives of people who play electronic games and found players have a psychological need to come out on top when playing". He went on to say that, "if players felt thwarted by the controls or the design of the game, then they can wind up feeling aggressive". He concluded that the need to master the game turned out to be more significant than any violent content the game contained.
  • 11. BBC (AGE RATINGS) There are indeed age ratings strictly enforced by PEGI, (the Pan-European Gaming Information) system in order to protect young people from these games, the age ratings are 3, 7, 12, 15 and 18. Violence is hard to classify however, for instance on the PEGI website; an 18+ game certificate will say "may contain scenes of gross violence". The APA is calling for additional in-game controls in addition to the current ratings. "This is censorship by another route" says Dr. Coulson, he went onto say that "the people making these games are more competent than the people acting as gatekeepers". However there is no foolproof way to ensure that young people don't play these violent games, there are always ways for them to play such games, playing them at a friends house, or when a parent buys it for them are the two most common ways they get to play these violent games, therefore PEGI can only place restrictions that cover the general public, at which point legally it is no longer their responsibility.
  • 12. AMERICAN JOURNAL OF PLAY In the archives of the American Journal of play from 2014, a report written by researchers Adam Eichenbaum, Daphne Bavelier, and C. Shawn Green, summarizes their once recent research covering the long lasting positive effects of playing videogames. Under the segment entitled 'why videogames are effective teaching tools', they talk about why videogames are psychologically beneficial, and the short of it is they provide basic psychological needs to the player. Pulling a quote from the article. "These include autonomy, competence and relatedness". Autonomy means that the games make the player believe they have control over their actions and decisions, particularly with modern, story driven games. Competence in that the player believes that they have the skillset needed to achieve those goals, and relatedness in that they feel socially connected with other human beings in the game world. Research has already shown that our brains release small amounts of neuro-chemicals related to reward processing, for instance, dopamine. These are the same chemicals the brain releases when a hungry/thirsty person receives food or water, as well as when someone takes one of the commonly abused drugs. As a matter of fact a study by 'Koepp et al. 1998' researched the idea that playing videogames has the same effect with dopamine as drug use. In a way this reward structure of chemical release from the brain is our way of telling it that something important has happened, causing re-organisation of the brain to
  • 13. AMERICAN JOURNAL OF PLAY/SUPER BETTERThe article goes onto say that positive reinforcement may not be enough however, that this reinforcement also has to coincide with in-game events. Over half a century ago we discovered that animals work hardest and longest when they work under the impression there is always a chance their next action will lead to a reward, because they never know exactly when the next award will come. The result is that people are strongly motivated to keep working under the spirit of getting the reward at any point, some videogames go further with this by layering the award structure systems to keep the player further motivated to keep going. As mentioned previously this reward structure has the same addicting affect from the release of dopamine as a heroine addict looking for their next fix, just without the self destructive side affects. This breakthrough in gaming neuroscience was first discovered in 1998 when British scientists found playing videogames led to a massive increase of dopamine in the brain. However what reportedly shocked the scientists was that the dopamine release from playing videogames was, exactly the same to when the scientists injected the test participants with a dose of 'amphetamines intravenously' meaning games have exactly the same affect on people as highly addictive substances. On the other hand however while this previously mentioned structure is used as a genuine reward system in some games, other game developers use the same psychology against people for a more
  • 14. GAMBLING CONTROVERSY This is a far more recent issue that surfaced in videogames, developers have found a way to take advantage of the reward systems and positive reinforcement psychology against players by putting all their rewards behind paywalls, most commonly referred to as 'loot crates'. The premise is simple, players pay a certain sum of real life currency from their bank account to the game publisher, and in return the game gives them the opportunity to spin a wheel of chance to win a reward. This could be something such as weapons or armor or even animations for their in-game avatar. However the problem is that this loot crate system is often rigged, just like fruit machines in casinos, to give a poor reward that was never worth the money they spent. However it differs from fruit machines in that you are guaranteed to get something for your money, whether it was what you were hoping for or not is irrelevant, which is why it can't be legally classed as gambling. Often games will try to lure players into this system by giving them a certain amount of in-game currency to spend on this loot crate system to give them a taste for it, the issue is just like gambling, once you get hooked on it, it's very difficult to stop, and you have to buy the in game currency yourself after you have run out, or spend hours playing the game to earn this currency to do so without paying. The problem there is that dopamine is like a drug as mentioned previously, so people always want to take the shortcut to getting the rush they want, which involves paying. The reason this is so addicting is because the dopamine rush players get from the loot crate system, has already been received when they push the button to spin the wheel. Not when the item is received, because dopamine isn't received at the point of getting a bad reward (which happens very often) it starves the person of the rush they then crave, therefore the rush is even greater during the moment of tension when you're hoping to get what you want. Which means they become addicted to the chance of getting the reward they want, rather than actually receiving it, because they have been conditioned to be this way by the system. This becomes especially effective when the rewards you keep getting are poultry in comparison to what you can get, the knock on effect to this means that the dopamine rush you get when you do finally get the item you wanted is incredibly intense. For evidence of that look at any FIFA pack opening when the player gets a high level character vs a low level one on YouTube such as this: KSI FIFA pack opening(warning: excessive use of offensive language) Naturally the effect of this motivates you to keep opening these packs or loot crates, in the hope that you can get an item like this again, it is important to note that not everyone is affected by this, people who are old enough for example who know about the system typically don't get drawn into it as much as they can resist the temptation.
  • 15. GAMBLING CONTROVERSYTo make this potential issue even worse, many of these games have been designed to be suitable to children, games such as FIFA football, since it's not a violent game the ESRB (Entertainment Software Ratings Board) gave it a rating of E for everyone. FIFA is one of the worst culprits for this loot crate system, the ultimate reward in their system is something they call the 'Ultimate team' this is basically a team of players who have the best statistics in the game. Just the promise of the chance of getting the ultimate team from card packs in FIFA has led EA (Electronic Arts) to generate 800 million dollars in 2017, 20% up from last year. Much of this will have come from children, as a result of the young age rating, of course children don't have jobs so they can't pay for this themselves, and parents typically have more sense than to blow all of their finances on loot boxes, so how do they do it? In a story from the BBC they report that a child spent up to 6 thousand pounds on micro- transactions on their parents credit card over just 2 weekends after accessing their families iTunes account. Apple agreed to refund the family, however not all families are so lucky when children use their bank account for gaming. Microtransactions are similar to loot crates, they are in app purchases that have a set price, the difference is with microtransactions, is that you know what you are buying before hand, which makes them seem more tempting. However micro-transactions are far more common in mobile gaming. It's impossible to find a mobile game that doesn't use unique in-game currency you have to pay for to get unique items, however the largest player in this game by far is the Mobile title 'Clash of Clans' by Supercell gaming. Last year in 2018 they generated a gross revenue of 2.3 billion dollars, creating a total profit of 964 million dollars, generated from their games, 'clash of clans', 'clash royale' and their most recent release, 'Brawl stars'. What's important to
  • 16. DISEASE CONTROL In the book 'Super Better' by Jane McGonigal she explores the possibility that video-games help us develop as people through the characters that we build throughout the game, she states how multiple games can "increase our character strengths- like grit, perseverance, compassion, and work ethic." She brings up a specific game called Re-mission, mentioning how at first glance the game appears to be a simple shooter, of a robot traversing corridors using various weapons to take out enemies. However this game is in a fact a coping mechanism to help people with cancer deal with treatments, because taking a closer look at the game, Roxxi, the playable character is a robot moving through the human body taking out cancer cells using 'weapons' such as Chemotherapy blasters and anti-biotic grenades. Missing doses of medication when dealing with cancer is dangerous, especially when it's a child, it rises the chance of the Cancer coming back, in fact 80% of cases where cancer returns in children is related to missing doses of treatment, people are aware of this but still miss doses for any number of reasons. Usually because they are busy, subconsciously forget to take it or are simply sick of the side effects, Re-mission was designed to make young people feel more optimistic and motivated about taking their medication. In an interview with the senior Hopelab (the developers of the game) researcher and UCLA professor medicine Steve Cole, Jane was told that, "30% of kids miss 20% of doses or more, those kids have twice the chance of having rebound on the Leukemia. This is a completely
  • 17. DISEASE CONTROL/SELF EFFICACY Did this videogame trick work though? The answer thankfully is an overwhelming yes, in a clinical trial, patients who played this game for as little as 2 hours, had better medication adherence for three months. Electronic pill cap monitors showed that players took 16% more anti-biotics doses over a 3 month period than other players than non-players. This means that the game eliminated half of the originally missed doses, Re-mission players who had their blood tested had 41% higher levels of medication in their system, they were much more efficient at keeping up with medication and as a result were much more likely to stay in remission. (this trial was conducted with 375 patients, aged 13 to 29 at 34 medical centers across the United States.) Jane goes onto say that a quarter of the patients in this trial had never played videogames before that point, and a third said they only played for about 1 or 2 hours a week, the conclusion that can be drawn from that is that this method works for people who are both hard-core gamers and infrequent/non-gamers, as a result from this clinical trial, Re-mission has been distributed to 250,000 patients world-wide. However it wasn't just the rate at which medication was being taken that was being measured, no in a separate clinical trial researchers were tracking psychological changes in
  • 18. SELF EFFICACY The reason videogames are such an efficient way to teach us this is because of it's structure towards teaching self-efficacy. You start off with basically nothing and you overcome challenges the game throws at you. Each time you get overcome one of these challenges not only do you feel good about yourself, but you also get a reward for your efforts, each time the challenges get increasingly difficult. (if the game has been designed correctly) Re- mission follows this same structure, implanting a concrete skill, the player keeps trying until they succeed, the belief that through practice and learning they will continue to succeed. According to Jane McGonigal, "this is the classic path to self-efficacy: accept a goal, make an effort, get feedback on that effort, improve a concrete skill, keep trying and eventually succeed." Obviously games aren't needed to achieve this mentality, but because games are meant to test and make you work to succeed, they are an efficient way of getting there. Self-efficacy is also a lasting mindset, permanently changing how you think, what you believe and what goals can be realistically achieved, which is why this game Re-mission worked so well, it was a source of self-efficacy for young patients, trapped in a situation where it otherwise it easy to feel powerless in their own life, this game allowed them to see that their treatments weren't just exhausting procedures that they were forced to do, instead they could see them as powerful weapons they had full control of, that perspective
  • 19. WORK ETHIC Studies have also tested the determination of different gamers and non-gamers. In a controlled experiment they had people who played games frequently and people who did not, complete the same puzzles increasing with difficulty each time. The findings from this experiment were that anyone who didn't play games regularly were much more liable to give up quicker when the task got harder, however people who played games frequently had a much stronger sense of persistence before they were ready to give up on something, even under difficult circumstances. There have also been other tests that account for this (not based on video games) that proved when an individual succeeds in a challenging task, that effect carries over into the next task they did and they were more determined to complete it and less frustrated in setbacks. As a result from these tests scientists have proposed that a high release of dopamine is the key to a stronger work ethic. What's important to note is that a strong "work ethic isn't a 'moral virtue' that can be cultivated simply by wanting to be a better person, it's actually a bio-chemical condition that can be fostered, purposefully, through activity that increases dopamine levels in the brain." -Jane McGonigal author of 'Super better'. Which quickly explains why challenging video games like 'Dark souls' or 'Cup head' primes us to deal with everyday challenges with higher effort and determination. Indeed a recent report from a team of 25 scientists from the UK, Belgium, Germany, France and Canada together stated that frequent gamers, whom for simplicity in this case are people who play games for an average of at least 9 hours a week, have a higher gray matter volume in the left ventral striatum. Gray matter is just what your brain is made up of, it's what creates every part of the brain from the frontal lobe to the optical lobe, and essentially what this would mean for the person who has more grey matter, is that they would have a more powerful brain. However this doesn't mean in general, the left ventral striatum is the reward processing part of the brain and in this case the more powerful it is, the more cognitive resources it can devote to determination, optimism, motivation and learning.
  • 20. NEUROPLASTICITY Neuroplasticity, is the brain's ability to re-organise itself by forming new neural connections throughout life. It allows neurons (more commonly known as nerve cells) in the brain to cope with injury and disease, and adjust it's activities in response to new situations or changes in it's environment. Essentially, it's your brain's ability to adapt and deal with additional stress to the body, even when circumstances change dramatically. Professor Daphne Bavelier, a noted mind in the field of psychology at the University of Geneva in Switzerland, is someone I have mentioned before, and she has been studying the effects of action video games on neuroplasticity and learning. After over a decade of her research, she firmly believes that games are attributed to neural re-organisation, resulting in increased attention, faster decision making and more effective learning. Another professional who supports Bavelier is Judy Willis, M.D., she's a neuroscientist who believes in the power of games to rewire players brains for the better. She is a former resident at UCLA's neurology clinic, and she spent 15 years seeing patients in her own pediatric neurology practice. Quoting one of the basic principles of neuroscience she has a fondness for saying "Neurons that fire together, wire together." The idea is that the more you repeat a thought pattern, the stronger the neural network that drives it becomes, the stronger the network, the more likely you are to repeat that action in the future. The consequence to this is that because patterns are repeated so often, the neural networks become less vulnerable to degradation over time, because the pattern becomes easier to access with neurons firing 100 times faster than they used to. (an estimation) Therefore according to Willis this means that the self-efficacy that we get from playing video games is not just a belief, "It's a way of thinking that's hardwired into the brain, a result of repeated activation of specific neurological circuitry that train the
  • 21. CONCLUSION (CONTENT RESEARCH) I decided to do extensive research for the content of my film, because I plan to have it over 5 minutes long I want there to be enough to fill the gaps, however I doubt I will need everything that I have researched. I decided to research more than what was necessary so that I would have the option to cut parts out or add parts in depending on how production pans out. However for the time being I think I would like to start the video off covering the basic controversies of video gaming, it seems as though the convention on gaming documentaries states that it has to start with an introduction on the concept, I will be doing this however I will be incredibly brief as the advancement of gaming has become common knowledge at this point, with gaming becoming such a huge industry. I will address the issue of violence in games influencing young people however I will keep it brief, mentioning the experts, the studies involved and their proposals, as this is an area of gaming that has not only been talked about many times before now, but has also been debunked almost entirely. I will also want to include then idea of videogames increasing hand eye co-ordination however I will not being going into as much detail. I will likely mention the researchers and the experiments they conducted, but not go into too much detail of the experiments as that will consume far too much time, this is going to be a running theme for the whole video. Next I will include the experiment that shows gamers have a higher accuracy rate when predicting near future events. However I will also keep this section very brief, as the biology behind it is incredibly complicated and difficult to understand, I will simplify this if I can however once simplified it will be a brief section regardless. The topics of improved memory and eyesight will likely start to come in towards the center of the video, the topics are slightly more complex and they will need extra time contributed to them to cover them properly, age ratings in gaming will go alongside the topic of aggression but I will keep it very brief as it's a simple concept that doesn't need much explaining. However the topics towards the end of the video will require the most time to explain, as they link
  • 23. HYPERNORMALISATION This is a documentary made in 2016 by Adam Curtis, addressing the socio-economical and political changes that have happened in our world since 1975, such as the austerity in New York in 1975. However for me the subject of the film is irelevant oppposed to the techniques Mr. Curtis uses. For the entirety of the documentary he uses archival footage to illustrate what he is talking about, this includes the interviews, this is evident by the drop in picture quality by todays standards, he also uses narration throughout all of the documentary in a formal style, addressing everything in a professional, monotone manner. He is able to use an engrossing soundtrack, combined with compelling visuals in order to engage the audience, it is likely aimed at an older audience, the style of the documentary is very remisicent of old TV and footage that would click wth them, it is also events that they probably will remember happening, so it may not be nostalgia, but a sense of relation to what is being told about onscreen. However at the same time he also speaks of events in more recent history, in doing this he is able to not only capture the attention of an older audience, but a younger audience too as they will also be able to remember a large portion of what is being discussed, however it is clearly targeted at an older audience due to it's very formal delivery.
  • 24. NUCLEAR WEAPONS This is a documentary created by the BBC in 2017, discussing the discovery of fission, the creation and meaning of the very first nuclear bomb. It uses techniques very similar to what I want to use in my film. It uses archival footage of nuclear detonations and war footage to illustrate the narration. This is something that is going to be present throughout my film as well. They use footage where it will directly line up with what the narrator is saying, making the visuals far more relevant. It also uses interviews seperated into different parts of the video, to help explain the point being made, what the interviewees are saying also have their context made by the narator, previously, so the question need'nt be asked. This is also a technique I want to be able to copy into my film, as it is a varied and engaging way to explain the facts by having multiple faces confirm what you are already saying. This documentary also seperates it's subjects into different categories, like many documentaries however this one seperates through direct text on the screen. This is a technique I want to copy, however they have done this simply through an onscreen label. I want to use a method of seperating the subjects covered in each part of the video, with a style that suits the context of the documentary as a whole.
  • 25. COLD WAR, HOT JETS Much like other documentaries, this one uses a mix of archived footage and footage recorded themselves. This is an approach I want to use because it breaks up the monotony of the narration, it also creates variety in the footage that is being used, making it more visually engaging, consequentially it is far more likely it will hold people's attention for longer. Given the potential run time of my documentary, it is entirely possible that it could drag in parts without some variety in what the audience is viewing. They also have a tendency to vary who is narrating the video in parts, while the changes in voice were subtle they were present, which further breaks up the narration. In addition to this they also make the script engaging, while they do present the facts they make the script interesting to listen to through the verbiage, as well as putting up footage that was relevant to what was being said. This subconsciously makes you pay more attention to what is happening onscreen, which is a crucial step to making an engaging documentary.
  • 27. SURVEY RESULTS After individually analyzing all of the responses that I collected from my survey (the results to which can be viewed by clicking the link below) There are a few data trends that were for the most part consistent with minor deviations. All of these trends seemed to line up with age, a common trend for all age groups was that they had played a video game of some sort before. Meaning that the majority of my audience from any age group is aware of the concept of videogames and has experience with them so I won't have to introduce it at the start of my documentary. The second common data trend was that younger people (up to the age of 24) play video games far more, so unsurprisingly they also had a more positive or measured approach to how they view videogames. The main reason they provide for this is that they believe that video games provide psychological benefits such as increased reaction time and that video games give them a form of escape from their lives. People who were aged 25-34 had more of a neutral stance, not sure on how to treat video games. However people who are over the age of 45 had mostly neutral or negative attitudes towards the subject, mainly negative however. They mostly never play video games now and the most common gripe was how they found it difficult to get their children off it, claiming they are incredibly addicting and cripple social skills. However despite this, even though there were a few people who break off from this trend. The majority of people from all age groups not only are interested about how the human mind operates, but wouldhttps://www.surveymonkey.com/results/SM-
  • 28. AUDIENCE RESEARCH Other surveys which connect to wider group of people than mine also have similar statistics, according to the website 'Earnest' the level of expenses in gaming younger people in the US last year (18-24) was at 16.3%, those statistics descend at a steady pace until you reach the age range of 41+, where the expenses spike from the 25-40's expenses of 8.6%, to 9.4%, it also shows that people with a higher degree of education have significantly lower gaming expenditure rates than those in High school for instance. This would support my results in the idea that younger people spend far more time of video games than older people do, and the expenditure decreases over time. Another website which collected it's own statistics called 'wepc', an they have shown results stating that men, aged 18-29 years old and are currently studying in college, are the ones who play videogames more than anyone else. The videogame industry is now larger than the music industry, and an average release cost of a game now is £60. Therefore it goes without saying that my documentary will more than likely appeal to people who are in skilled work as they will be paid enough to afford games, however my research showed that people in upper managerial roles and those with a high education status soend far less on video games, so it won't entirely appeal to the upper class either. Therefore it is most likely that my documentary will be appealing to people with a socio-
  • 29. PSYCHOGRAPHIC After some research into the different psychographic types, I have come to the conclusion that my target audience is somewhat of an anomoly, as they don't accurately fit into any of the defined catagories, they worry about their family playing videogames but not anyone who isn't close to them, so they aren't saviours, however they aren't doomsdayers either because they don’t believe that video games will bring down the human race. Thy aren't achievers because these people focus more on being successful than anything else, and they aren't emulators because these are more closely regarded to the younger demographic, due to the impulsive spending. However I believe that the closest psychographic to match my target audience in the 'resigned'. These people seek survival, and have rigid, authoritarian values, they're interested in past and tradition, and they are typically older people. I believe this one works best because video games shape the mind of younger people who play them, modernising a generation. Something that resginers hate, Which would explain the negative attitudes towards videogames, they only became popular relatively recently and therefore are not old or traditional, they are part of a changing world.
  • 30. AUDIENCE APPEAL Typically it is human nature to not want to listen to an opinion that differs from your own, for evidence of that look at targeted advertising, companies try to sell products to us on our phones now as individuals, by monitoring our online behaviour they can determine what we will appreciate, hence why you typically see ads for stuff that appeals to you individually. It's the same with film consumption, if you don’t like video games, there is a high chance you won't want to watch something that tells you they're good. However you would be more likely to watch a documentary that tackles both sides of the arugment, because it is at least partially sharing in your opinion, therefore I believe it makes more sense to create a documentary that is informative rather than persuasive. However because I will be interviewing people in my documentary, and I will also be bringing into account professional studies, my documentary has a formal structure to it, and therefore I think the narration should also be formal, as otherwise there would be a cirect contrast between the two and would throw off the flow of the documentary.
  • 31. AUDIENCE GENERAL PROFILE/CONCLUSION • Age- 45-54 • Sexuality- doesn't matter • Gender- mixed • Socio-economic status- C2-B • Psychographic- Resigners • The reason as to why I picked this as my target audience specifically, is because while the younger generations are just as interested in the psychology of videogames, they already have a largely balanced approach to looking at the positives and negatives. People from an older generation though, who haven't been brought up in a time when video games were common place, will naturally have a less measured approach. Therefore I think it would be best to reach out to the older generation of people, to help them gain that more balanced view on the topic. Then let them come to their own conclsuion, in partiular this will assist parents and carers in keeping their children safe around videogames, what they should and
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