When Gaming Gets Personal |
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ajqtrz
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Topic: When Gaming Gets PersonalPosted: 21 Jan 2016 at 19:31 |
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There has been some debate and a recent Supreme Court Case about online gaming and it's effects on people, levels of violence, and personality. The following is a short review, (with bibliography) on the matter. Civil comments and counter points are always appreciated. AJ The focus of most early studies about online gaming was on those deemed "violent," has recently resulted in, what the American Psychiatric Association says is "clear and consistent" evidence that aggression is enhanced by the consistent and long term playing of violent video games, but also that, it is one of many contributing factors. The latest meta-study looked at the last ten years of research and found that, in particular, adolescent boys between 12 and 18 were most likely to show elevated levels of aggressive behaviors after playing violent video games, and that the effects were most pronounced the longer the duration of play (the average length of time spent in a session) and the length of play (the number of weeks, months and years of consistent play). This is of course, in regards to violent video game play like, for instance, Call of Duty. Recently attention has turned to the effects of other types of less violent and non-violent game play with the results being less pronounced the lower the violence in the game, as would, no doubt, be expected. However, many researchers have expanded their conception of what is effected by online game playing and in the last ten years or so have been looking on the effects of online game playing on a persons personality. Using the "Big Five" personality matrix (to test yourself go here: http://www.outofservice.com/bigfive/results/?oR=0.925&cR=0.472&eR=0.594&aR=0.611&nR=0.344&y=1950&g=m), they have been measuring changes in personality, self concept, and morality as a result of online game playing and social media. The results are interesting, to say the least. First, it is found that most people, when online, are doing more than just having fun. They are, in most cases, shaping a "cyber-personality" to reflect what, in the offline world, is closer to their "ideal self." In other words, people do carry a sense of self into the game and they do try to enhance themselves so that the "cyber-person" presented is more in line with the desired "ideal self." This, of course, isn't surprising to anyone. But what might be surprising is how some groups formulate that "ideal self." In the development of a healthy self acceptance, most adolescents move to identify themselves with a gender (not a sex) in accordance with their values, needs, vision or biology. The process is very little understood and so political I'll say no more than that. In any case, this movement toward becoming the desired gender, produces in the individual an "ideal self" which may or may not be healthy. In fact, for adolescent boys the classical vision of being a "man" means they often engage in competition and trials as a rite of passage -- the "Rambo effect." This too is commonly known and has been known for a long time. What keeps most young men from becoming "Rambos" is that they soon realize they have not the physical or emotional makeup of that type of man and thus, in a sort move to self-preservation (or perhaps to accept an alternative meaning to what it means to be a "man") they lessen their aggressive behaviors and learn to be more accommodating of others. At least that's what the psychological research of the last fifty years has shown. Another thing it has shown though, is that the degree of success a adolescent has in becoming a "Rambo" the more likely he is to continue to pursue that course and the more aggression is displayed in his interactions. This is in keeping with the research into violent online games, but also, with the effects of enacting immoral choices in situations in less violent games. A study at the University of Indiana took a number of subjects and had them play roles in an online game. Some were "aggressive game players" and some were non-aggressive game players. Their willingness to inflict pain on a person was measured before and after and it was found that they were more willing to inflict a mild shock on another person, and a higher level of voltage, after playing the "aggressive game play" role, and the longer the played the role longer the effect lasted. Thus, as one might expect, when it comes to immoral choices, especially those which harm or cause pain in other players, the more one imagines harming another the easier it gets to actually harm another. This recognition of the power of imagination is nothing new and a method of improving athletic performance. Most coaches, if not all, understand the power of imagination to reshape performance and have their athletes imagine things before enacting them. I recently had a long conversation with a well known professional sports psychologist who holds that the most powerful tool to shaping an athletes performance is the imagination. So, getting back to the "Rambo effect" and the success an otherwise "non-Rambo" type might experience online, it is quite likely that if an adolescent boy considers himself a successful "Rambo" type online, he will continue to do so to some degree other offline. That success in enacting a positive self-image (an self image he perceives as 'positive' anyway) reinforces that self-image and if the success is imaginative, it's still success. Does all this mean that online games are bad? No. In fact, some forms of online gaming are healthy and promote a healthy self-image. Some studies show that those who are introverted, especially in the extreme, can often benefit from the shield of anonymity and develop a socially more effective stance. Other studies show that cooperative combat can enhance self-awareness and, again social effectiveness. This is particularly true of introverted adolescent girls. Thus, online gaming is a mixed bag and, one supposes, those playing games need only be aware of the pitfalls and positive rolesOn the other hand, one does have to ask if the online gaming community should not engage in some form of self policing. For you can be sure that if the current trend of research becomes political, there will be moves to restrict online gaming, and who plays what, when. Better to get ahead of the curve, I think, than be reactionary. For those interested here are a few of the many studies in support of these findings. "Longitudinal Effects of Violent Video Games on Aggrssion
in Japan and the United States" Anderson, Craig A.; Sakamoto,
Akira; Gentile, Douglas A.; Ihori, Nobuko; Shibuya, Akiko; Yukawa, Shintaro;
Naito, Mayumi; Kobayashi, Kumiko. Pediatrics, November 2008, Vol.
122(5), e1067-e1072. Yee, N., & Bailenson, J. (2007). The Proteus Effect: The Effect Of Transformed Self-Representation On Behavior. Human Communication Research, 33(3), 271-290. "The Effects of Pathological Gaming on Aggressive Behavior" Jeroen S. Lemmens, Patti M. Valkenburg and Jochen Peter "Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior" Bruce D. Bartholow, University of Missouri-Columbia, Marc A. Sestir, Edward B. Davis, University of North Carolina -- Chapel Hill "Online Game Player Personality and Real-life Need Fulfillment" Ching-I Teng, Chang Gung University, Taiwan "The Effect of Online Violent Video Games on Levels of Aggression" Jack Hollingsdale, Tobias Greitemeyer PLOS "Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play" Tobias Greitemeyer, Dirk O. Mugge, University of Innsbruk, Austria "Effects of In-Game Storytelling on Immersion, Needs Satisfaction, and Affective Theory of Mind" Daniel Bormann, Intsutite of Psychology, Albert Ludwigs University of Frieburg, Freiburg, Bresgau, Germany, and Tobias Greitemeyer, Institute of Psychology, University of Innsbruk, Innsbruk, Austria. "Violent Video Games Effect on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta Analytic Review" Craig A. Anderson, Iowa State Unversity, et. al.Text at: https://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf |
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asr
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Posted: 21 Jan 2016 at 20:14 |
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yes.
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kodabear
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Posted: 21 Jan 2016 at 20:42 |
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Please cite the court case
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Alfred
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Posted: 21 Jan 2016 at 21:27 |
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Well, the corporate and contractual nature of the internet
does make it “personal” *giggles*
The internet is venting ground for people’s narcissism and/or
traits that couldn’t surface offline due to greater forces and characters. ABit
like teenage girls moment mother isn’t looking. ( or just look at how people drive, only bit of power most
people acquire and look how they use it ) The dull almost pre-regimented life’s many people lead,
coupled with a complete detachment from all family, cultural and historical precedence
leaves no reason to behave in a “normal” way. (other than selfish gain anyway or simply attention seeking to fill a void ) Games and Social media are a watery reflection when "role play" isn't happening. The internet has merely enabled a focal point
for what would have been isolated fantasies to proliferate. More interestingly in the past, media and social events were less varied and more conformal, now people have a chance to put their own twist upon it! They may even act as a the media or narrative like never before. ( Couldn't even speak out of turn up the dinner table 100 years ago, games had strict rules, entire crowds would react with disgust if a music concert was too "contemporary" ) An often overlooked effect of internet is you can pick what ever mantra or vibe you want at an instance online. See what you want to see, read what you want. Don't like the smallest thing? Search for another more pleasing blog or version of game! Vanity of vanity saith the preacher all is vanity ;p (being given, acting or told what you want when you want it would of been considered "spoiling" once upon atime ) ( Watching the early acress of steam if quiet telling, people pay for legups on sandbox games so they can tell, take and stomp over new players upon launch, as this advantage fades and the game is balanced, They leave...... as they can't act out a weird violent ego-fueled fantasies. ) |
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Warning: may contain traces of sanity
( Current username Lord DeFault Ni old; King Alfred wCrow) |
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ajqtrz
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Posted: 21 Jan 2016 at 21:40 |
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Brown v. Entertainment Merchants Association, 564 U.S. 08-1448 (2011)
The ruling struck down a California law that aimed to restrict the sale of some games to minors without parent permission. The court decided that first amendment rights, at this time, trump the (then) limited evidence that violent video games harm children. However, they also said that the issue would need to be reviewed in the future as more research is done and if it's shown that playing violent video games does harm to children. Personally I agreed with the court as at the time the evidence was very unclear. Since that time, not so unclear and becoming clearer every day. Thanks for asking, and sorry I didn't include it in the bibilography. |
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ajqtrz
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Posted: 21 Jan 2016 at 21:52 |
I agree that people have always had fantasies and that some of them were anti-social, violent, and weird. Most, I suspect though I have nothing but my own intuitive guess about the matter, were none of those things. There are at least two difference between then and now though, that raise interesting questions. First, it would seem to me that if you acted out a fantasy then, somebody would know the real you who is enacting that fantasy. Thus the shield of anonymity would be mostly missing. Related or a correlation to this is that not only is there a shield of anonymity between you and your online fantasy, but also between you and the "victims" or "beneficiaries" of your online fantasy. And while it s true that people are physically much safer in cyberspace, the emotional harm may not be so protected. Second, and you allude to this also, the ability for many people with the same type of fantasy to band together is much greater as the Internet means that you can choose to NOT interact with people with whom you disagree because you don't like their color, their gender identification, their sex, their preference in booze or whatever. Where before the cyber world you would probably need to learn pretty quickly to adjust your behaviors to a more cosmopolitan outlook, in cyberspace you can have your own "all just like me" society and never be bothered with examining your judgements about "all those people who are not like me." Related to this is, of course, the ability to anonymously scour the world for people with whom you share your particular cup of tea. This is, in one way good, if that cup of tea is not poisonous to the online community of which your sub group may be a part, but multiplies the "evil" done by drawing into your immediate cyberspace others of like 'unhealthy' habits. So like most thing the technology is a double edged sword and cuts both to the positive and the negative. AJ |
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Adrian Shephard
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Posted: 22 Jan 2016 at 04:00 |
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Sighs.....More BS form Ajqtrz, just stop Ajqtrz PvP and land claiming won"t stop bacsre you posted a load of BS and I have looked at your links,they are heavily flawed and worthless, so please stop posting whatever it is you post and .....well lets call it want it is- BS
Edited by Adrian Shephard - 22 Jan 2016 at 04:03 |
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phoenixfire
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Posted: 22 Jan 2016 at 04:27 |
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Um Adrian, the court case is real and this had nothing to do with land claims. Why don't you actually read the post before spouting your own BS.
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Adrian Shephard
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Posted: 22 Jan 2016 at 04:53 |
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I was not posting about land claiming and I do know about the case, But playing video games and using social media won"t turn you in a killer and even if you were to play vionrt video games you won"t turn into a killer, Ajqtrz post is saying "if you play or view voint media,you will be a killer" and that is not true
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Rill
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Posted: 22 Jan 2016 at 05:22 |
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I think what aj was saying was more along the lines of "if you travel by car, you are more likely to be involved in a car accident." That doesn't mean that cars are "bad" or that there's anything inherently wrong with cars. There are reasons to travel in them and reasons not to.
There are reasons to play video games (primarily enjoyment but also social connection and perhaps in some cases building certain skills) and reasons not to (because they may affect other behaviors, as well as potentially taking time away from other activities, etc.) Pretty much everything we do has risks and rewards. Being aware of those risks and rewards helps us make conscious choices.
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