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THE EFFECTS OF VIDEO GAMES
ILONA CHIRIAC
SECONDARY SPECIAL SCHOOL NO. 2, BUCHAREST
Summary:
I. Introduction
II. Video games and virtual worlds
III. The relationship between player and avatar
IV. The positive effects of video games
1. Effects on brain functioning
2. The role of video games
V. The negative effects of video games
1. Desensitization
2. Depersonalization
3. Dependence
VI. Conclusions
 It is meant to be played in a
network, the interactions being
mediated on the internet so that
each player, while at home, may
interact with individuals all over the
world;
 Most games require online
interaction with other players in
order to level up;
 The player can go on adventures
alone or as part of a guild;
 When you belong to a guild you
have social duties, just like in real
life: there are meetings to discuss
strategies and the roles that each
member will play in an attack.
 Involves one or more players
(e.g. Worms – game that can be
played in 6-8 participants);
 Lets the player save the game and
resume "the quest" (mission);
 Allows the player to unleash their
aggressive tendencies without
risk;
 It can be a pleasant way to spend
time with friends;
 They haven’t lost ground even if
online games now have the
monopole of the market.
Offline games Online games
1. Platform video games
appeared in the 80s (Mario, Prince of Persia) and favors speed and manual
dexterity.
2. Simulation video games
were originally intended to train pilots, they have a very realistic scenery;
since the appearance of Wii consoles, which allows the reproduction of
gestures of a sport or the wielding of an instrument, simulation games have
become even more popular because they allow older persons to play sports at
home;
most are focused on increasing adrenaline, the agility and reflexes.
3. Adventure video games
propose an initiatory journey into a fantastic universe, as the main character
surpasses quests, the player builds his own personality, he discovers new skills
and new powers;
Celtic or oriental culture is used to create avatars and scenarios.
4. Strategy games
some of them can be very complex due to the many parameters;
they can have a fictional scenario, or one with a rigorous historical line.
 have by far the worst reputation leaving a violent
impression, even if they not always violate ethical
rules (e.g.. Clash of the Nazi army);
 they can be FPS (first person) or TPS (third
person), the first ones being the most controversial;
 the most used argument against these games: “They
are used in military training." But the soldier
alternate the game with real use of weapons, so he
and the player are not engaged in the same kind of
activity, the first having a different connection with
weapons;
 these games are used in trainings for soldiers to
learn to work as a team, to coordinate their
movements and protect each other;
 they require agility, quick reflexes, memory,
collaborative action and participative democracy.
5. Shooting video games
 educational video games created by experts in cognitive sciences;
 aimed to maintain memory and brain plasticity;
 those which create situations similar with reality are developed around the
idea that learning is greatly favored by the creation of immersion situations;
 these are being increasingly used by companies for staff trainings and by
psychotherapists in treating various phobias or behavioral disorders.
6. Serious video games / Smart games
The word avatar comes from the Sanskrit -avatara- and represents
the many incarnations of the Hindu God, Vishnu. He can take various forms:
fish, turtle, deer, dwarf, man-lion, etc.
The avatar acts as a mediator between:
a. player and self – its choice often corresponds to mental intimate and
unconscious motivations;
b. player and others – cause exchanges between players either in real life or in
virtual spaces;
c. player and culture – video game creators often use universal mythology
models (Greek, Roman, Celtic) or heroes from popular
comics and movies to develop characters (avatars);
d. player and history – some the games with historical scenario represent the
culture of a society at a moment in history;
– World War II is the most exploited historic moment by
video games and media.
The negative effects of video gamesThe negative effects of video games
I. Desensitization
 Definition: desensitization – the desensitize action and its outcome. ♦
therapeutic method which prevents or removes the sensitivity of an organism
to a pathogen or to medicines, serums, vaccines. - V. desensitize. Source: Dex'98
(1998)
Imitation theory – aggressive video games make violence more attractive.
Catharsis theory – violence in video games act as a form of "catharsis".
II. Depersonalisations
 Depersonalization is defined as a disorder of consciousness of the self, of the
somatopsychic identity with the break of the existential flow and of the
perception of the world as a place for it. And its components are: impaired
sense of the self, altered sense of physicality, negative introspective analysis
and derealization.
III. Addiction
Internet or video game addiction are not officially recognized as
medical entities, but some players may experience psychological
dependence symptoms such as consecutive sleepless nights when but
they are deprived of the game they don’t show signs of withdrawal.
It is essential to seek and understand what the gamer finds attractive in
the video game. Depending on the reasons and the type of game the
risk of becoming addicted differ.
1. Those who fight the permanent anguish of being abandoned;
2. Those seeking thrills (adepts of shooting games and simulation
games);
3. Those who like to build and manipulate avatars;
4. Those who are trying to regain self-esteem (play to be recognized as
the best);
5. Those who use the game to create social relationships with the shelter
of anonymity.
1. Reflexes – speed and quality of hand-eye coordination increase especially in
simulation games, shooting games and platform games.
2. Visual perception – is better than of those who do not play, gamers
developing:
a) the ability to distinguish small details in a messy context;
b) the ability to distinguish better between different shades of gray;
c) better spatial orientation and perception of the three dimensions.
3. Memory – the gamer can memorize huge maps and complex strategies that
can later adapt to new situations;
– coached mostly in strategy and adventure games.
4. Attention – developed better in gamers than in television amateurs
– was measured in the laboratory using "games" - one of them
involves a conflict between color placing and writing and tested
how quickly a person can resolve the conflict.
The positive effects of video gamesThe positive effects of video games
I. Effects on brain functioning
II. The role of video games
1. Calming role – video games can represent means of relaxation, by detaching,
for a few hours of personal and professional concerns.
2. Initiatory role – some video games may have an initiatory role for the
adolescent which in the virtual world can flirt with danger,
take
risks, seek limits and find strategies to overcome them.
3. Educational role – the success of video games should draw teachers attention
about the need to materialize the successive stages of the
learning journey because each of them has be a source of
motivation.
4. Social integration role – video games can be seen as mediators which allow
gamers to be integrated into a group, to approach the
others without risks and discover themselves.
Thank you !

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RO The Effects of Video Games

  • 1. THE EFFECTS OF VIDEO GAMES ILONA CHIRIAC SECONDARY SPECIAL SCHOOL NO. 2, BUCHAREST
  • 2. Summary: I. Introduction II. Video games and virtual worlds III. The relationship between player and avatar IV. The positive effects of video games 1. Effects on brain functioning 2. The role of video games V. The negative effects of video games 1. Desensitization 2. Depersonalization 3. Dependence VI. Conclusions
  • 3.  It is meant to be played in a network, the interactions being mediated on the internet so that each player, while at home, may interact with individuals all over the world;  Most games require online interaction with other players in order to level up;  The player can go on adventures alone or as part of a guild;  When you belong to a guild you have social duties, just like in real life: there are meetings to discuss strategies and the roles that each member will play in an attack.  Involves one or more players (e.g. Worms – game that can be played in 6-8 participants);  Lets the player save the game and resume "the quest" (mission);  Allows the player to unleash their aggressive tendencies without risk;  It can be a pleasant way to spend time with friends;  They haven’t lost ground even if online games now have the monopole of the market. Offline games Online games
  • 4. 1. Platform video games appeared in the 80s (Mario, Prince of Persia) and favors speed and manual dexterity. 2. Simulation video games were originally intended to train pilots, they have a very realistic scenery; since the appearance of Wii consoles, which allows the reproduction of gestures of a sport or the wielding of an instrument, simulation games have become even more popular because they allow older persons to play sports at home; most are focused on increasing adrenaline, the agility and reflexes. 3. Adventure video games propose an initiatory journey into a fantastic universe, as the main character surpasses quests, the player builds his own personality, he discovers new skills and new powers; Celtic or oriental culture is used to create avatars and scenarios. 4. Strategy games some of them can be very complex due to the many parameters; they can have a fictional scenario, or one with a rigorous historical line.
  • 5.  have by far the worst reputation leaving a violent impression, even if they not always violate ethical rules (e.g.. Clash of the Nazi army);  they can be FPS (first person) or TPS (third person), the first ones being the most controversial;  the most used argument against these games: “They are used in military training." But the soldier alternate the game with real use of weapons, so he and the player are not engaged in the same kind of activity, the first having a different connection with weapons;  these games are used in trainings for soldiers to learn to work as a team, to coordinate their movements and protect each other;  they require agility, quick reflexes, memory, collaborative action and participative democracy. 5. Shooting video games
  • 6.  educational video games created by experts in cognitive sciences;  aimed to maintain memory and brain plasticity;  those which create situations similar with reality are developed around the idea that learning is greatly favored by the creation of immersion situations;  these are being increasingly used by companies for staff trainings and by psychotherapists in treating various phobias or behavioral disorders. 6. Serious video games / Smart games
  • 7. The word avatar comes from the Sanskrit -avatara- and represents the many incarnations of the Hindu God, Vishnu. He can take various forms: fish, turtle, deer, dwarf, man-lion, etc. The avatar acts as a mediator between: a. player and self – its choice often corresponds to mental intimate and unconscious motivations; b. player and others – cause exchanges between players either in real life or in virtual spaces; c. player and culture – video game creators often use universal mythology models (Greek, Roman, Celtic) or heroes from popular comics and movies to develop characters (avatars); d. player and history – some the games with historical scenario represent the culture of a society at a moment in history; – World War II is the most exploited historic moment by video games and media.
  • 8. The negative effects of video gamesThe negative effects of video games I. Desensitization  Definition: desensitization – the desensitize action and its outcome. ♦ therapeutic method which prevents or removes the sensitivity of an organism to a pathogen or to medicines, serums, vaccines. - V. desensitize. Source: Dex'98 (1998) Imitation theory – aggressive video games make violence more attractive. Catharsis theory – violence in video games act as a form of "catharsis". II. Depersonalisations  Depersonalization is defined as a disorder of consciousness of the self, of the somatopsychic identity with the break of the existential flow and of the perception of the world as a place for it. And its components are: impaired sense of the self, altered sense of physicality, negative introspective analysis and derealization.
  • 9. III. Addiction Internet or video game addiction are not officially recognized as medical entities, but some players may experience psychological dependence symptoms such as consecutive sleepless nights when but they are deprived of the game they don’t show signs of withdrawal. It is essential to seek and understand what the gamer finds attractive in the video game. Depending on the reasons and the type of game the risk of becoming addicted differ. 1. Those who fight the permanent anguish of being abandoned; 2. Those seeking thrills (adepts of shooting games and simulation games); 3. Those who like to build and manipulate avatars; 4. Those who are trying to regain self-esteem (play to be recognized as the best); 5. Those who use the game to create social relationships with the shelter of anonymity.
  • 10. 1. Reflexes – speed and quality of hand-eye coordination increase especially in simulation games, shooting games and platform games. 2. Visual perception – is better than of those who do not play, gamers developing: a) the ability to distinguish small details in a messy context; b) the ability to distinguish better between different shades of gray; c) better spatial orientation and perception of the three dimensions. 3. Memory – the gamer can memorize huge maps and complex strategies that can later adapt to new situations; – coached mostly in strategy and adventure games. 4. Attention – developed better in gamers than in television amateurs – was measured in the laboratory using "games" - one of them involves a conflict between color placing and writing and tested how quickly a person can resolve the conflict. The positive effects of video gamesThe positive effects of video games I. Effects on brain functioning
  • 11. II. The role of video games 1. Calming role – video games can represent means of relaxation, by detaching, for a few hours of personal and professional concerns. 2. Initiatory role – some video games may have an initiatory role for the adolescent which in the virtual world can flirt with danger, take risks, seek limits and find strategies to overcome them. 3. Educational role – the success of video games should draw teachers attention about the need to materialize the successive stages of the learning journey because each of them has be a source of motivation. 4. Social integration role – video games can be seen as mediators which allow gamers to be integrated into a group, to approach the others without risks and discover themselves.