The Social and Psychological Impact of Video Games

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This presentation explores the social and psychological influences of video games, including effects on aggression, violence, stereotypes, and sexual morality. It delves into the question of whether video games can cause violence, examining historical perspectives and research findings. The study also highlights both harmful and helpful effects of video games, discussing their impact on pain management, coordination, and spatial cognition. Additionally, it presents statistics on game users' demographics and addresses the prevalence of gaming in Australian households.


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  1. THE SOCIAL AND PSYCHOLOGICAL INFLUENCE OF VIDEO GAMES EDRE626 Brad Cooney & Erin Taylor

  2. What influences the psychological affects of video games? What are video games? What is the difference? What does history tell us? Can video games cause violence? What does the research tell us? Helpful effects of video games? What does the research tell us? Possible solutions Where is Religion in all of this? http://www.nbcnews.com/i d/7912743/ns/nightly_news /t/researchers-tout- positive-effects-video- games/

  3. Video games What is considered to be a video game?

  4. Major issues and Principles Social development Addiction Aggression Violence Stereotyping Sexual morality issues Religion Education

  5. Can video games cause violence? What does history tell us?

  6. Can video games cause violence? Studies find mixed results Aggression and Violence Neuroscience Judicial reviews

  7. Harmful effects of video games

  8. Helpful effects of Video games Increase of almost 400% Pain Management Coordination and Spatial Cognition

  9. Australian Study http://au.tv.yahoo.com/sunrise/video/watch/1 8669928/should-violent-video-games-be- banned/ Michael Carr Gregg (2013) Bond University (2011) Average age of game users- 32 Years 47% Woman 74% Over 18 Years http://www.igea.net/wp- content/uploads/2011/10/DA12FinalLinkVideo.pdf

  10. It is essential to consider: Australians enjoy digital games and the vast majority of Australians live in a household with at least one device used for playing games whether on a PC, console, handheld, phone or tablet. Households with Games PCs are in 98% of game households with 62% of game households using a PC for games. Game consoles are in 63% of game households, dedicated handheld consoles in 13%. Mobile phones are used to play games in 43% of game households, tablet computers in 13%. 95% of homes with children under the age of 18 have a device for playing computer games. No Games 8% Vs Games 92% Bond University (2012) http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

  11. Education! Laptops IPADs IWB E-Portfolios PC s Corbett (2001)- Algebra Abrams (1986)- photography Kahn (1999)- Computer programming Lieberman (2006)- Diabetes

  12. Exercise Wii VTECH LEAP PAD XBOX

  13. Possible solutions we need to consider... As Educators Video Games As Instructional Tools In Schools As Parents Check ratings to better understand content Play video games with children to better understand the content Place video consoles/games in common areas of homes Set limits on the amount of time Encourage participation outdoors, rather than online.

  14. Where is Religion in this? Morals and values

  15. Reference List Abrams, A (1986). Effectiveness of interactive video in teaching basic photography skills. Paper presented at the Annual convention of the Association for Educational Communication and Technology. Las Vegas, NV, January Anderson, CA, Gentile, DA, & Buckley, KE (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press. Anderson, CA, & Bushman, BJ (2002). Human aggression. Annual Review of Psychology, 53, 27 51. Barlett, CP, Anderson, CA, & Swing, EL (2009). Video game effects confirmed, suspected and speculative: A review of the evidence. Simulation and Gaming, 40, 377 403. Bartholow, Bushman & Sestir (2006) Chronic violent video game exposure and desensitisation to violence: Behavioural and event-related brain potential data. Journal of Experimental Social Psychology 532. Corbett, AT, Koedinger, KR, & Hadley, W (2001). Cognitive tutors: From the research classroom to all classrooms. In PS Goodman (ed), Technology enhanced learning (pp 235 263). Mahwah, NJ: Lawrence Erlbaum. Classification (Publications, Films and Computer Games) Act 1995 (Cth) s 5A.) Durkin , C. (1995) Computer Games-their effects on young people: a review.71. Durkin , C. Aisbet, K. (1999) Computer Games and Australians Today. 25. Ferguson, CJ, & Kilburn, J (2009). The public health risks of media violence: A metaanalyticc review. Journal of Pediatrics, 154, 759 763.

  16. Reference List Ferguson, C (2008).The School Shooting/Violent Video Game Link: Causal Link or Moral Panic Journal of Investigative Psychology and Offender Profiling 25,29 Ferguson, C. (2010)Blazing Angels of Resident Evil? Can Violent Video Games Be a Force for Good? Review of General Psychology 68, 69 Gentile, DA (2009). Pathological video-game use among youth ages 8 to 18: A nationalstudy. Psychological Science, 20, 594 602. Gopher, D, Weil, M, & Bareket, T (1994). Transfer of skill from a computer game trainer to flight. Human Factors, 36, 387 405. Kirsch, SJ (2010). Media and youth: A developmental perspective. Malden MA: Wiley Blackwell. Kronenberger, W.(2005) et al, Media Violence Exposure and Executive Functioning in Aggressive and Control Adolescents, 61 Journal of Clinical Psychology 725 Lieberman, DA (2006). What can we learn from playing video games? In P Vorderer and J Bryant (eds), Playing video games: Motives, responses, and consequences (pp 379 397). Mahwah: NJ: Lawrence Erlbaum. Matthews, V. et al, Media Violence Exposure and Frontal Lobe Activation Measured by Functional Magnetic Resonance Imaging in Aggressive and Non-Aggressive Adolescents, (2005) 29 Journal of Computer Assisted Tomography 287. Murphy, RF, Penuel, WR, Means, B, Korbak, C, Whaley, A, & Allen, JE (2002). A review of recent evidence on the effectiveness of discrete educational software. Washington, DC: Planning and Evaluation Service, US Department of Education. Murdock (1997) Reservoirs of dogma: An archaeology of popular anxieties, in M Barker and J Petley (Eds), 111 effects: the media/violence debate, 63 Rideout, VJ, Foehr, UG, & Roberts, DF (2010). Generation M2: Media in the lives of 8-18 year olds. Merlo Park CA: Henry J Kaiser Foundation. Stevenson, W. Lee, S. (1990) Context of Achievement: A study of American, Chinese, and Japanese Children, Monographs of the Society for Research in Child Development. Chicago: Chicago Press. Ybarrondo, BA (1984). A study of the effectiveness of computer-assisted instruction in the high school biology classroom. Idaho (ERIC Document Reproduction Service No Ed265015). 84

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