Preview

Effects of Multimedia to Students

Good Essays
Open Document
Open Document
5452 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Effects of Multimedia to Students
HISTORY:

The scientific study of media effects has led researchers down the road of video game effects. From both a social and psychological standpoint, video games have the ability to influence their players both on implicit and explicit levels.

The popularity of video and computer games has grown exponentially in recent years, yet empirical research is still relatively limited when compared to the study of other media.[1] In 1982, the U.S. Surgeon General lamented the lack of such evidence (Selnow, 1984). But the progress that has been made has been very beneficial to the field thus far and is only the seed of what has already become one of the most controversial media effects topics to date.

Current research Lee and Peng (2006)[2] state that research on both the psychological and social effects of video games currently focuses on three aspects:

The testing of negative consequences of violent games The utility of educational and training games The general effects of entertainment games

Another study entitled "The Joystick Generation" links the use of video games to the General Affective Aggression Model (GAAM) further explained below.

Koojimans (Rochester Institute of Technology, 2004) looks at video game usage and the development of the children who use them.

A study from Iowa State University titled "The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies" interestingly looks at the effects of prosocial games and their effects on children, rather than more frequently researched antisocial gaming behavioral effects.

Negative effects of video games, Research on aggressive behavior as an effect of playing violent video games began in the 1980s and 1990s and still continue to this day. Although under current debate, some researchers claim that these violent games may cause more intense feelings of aggression than nonviolent games, and may trigger



References: Anderson, C.A., & Dill, K.E. (2000). "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life". Journal of Personality and Social Psychology, 78, 772–790. Chambers, J.H., & Ascione, F.R. (1987). "The effects of prosocial and aggressive video games on children 's donating and helping". Journal of Genetic Psychology, 148, 499–505. Dietz, T.L. (1998). "An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior". Sex Roles, 38(5–6), 425–443. Funk, J.B., Buchman, D.D., & Germann, J. (2000). "Preference for violent electronic games, self-concept, and gender differences in young children". American Journal of Orhopsychiatry, 70, 233–241. Jansz, J., & Martis, R. (2003). "The representation of gender and ethnicity in digital interactive games". In M. Copier & J. Raessens (Eds.), Level up: Digital games research conference (pp. 260–269). Utrecht: Utrecht University. Rask, A. (2007). "Video game vixens: Shaping men 's perceptions of beauty?" Paper presented at the International Communication Association Annual Conference, San Francisco. Schie, E.G. v., & Wiegman, O. (1997). "Children and videogames: Leisure activities, aggression, social integration, and school performance". Journal of Applied Social Psychology, 27, 1175–1194. Selnow, G.W. (1984). "Playing videogames: The electronic friend". Journal of Communication, 34, 148–156. Walter R. Boot, Arthur F. Kramer, Daniel J. Simons, Monica Fabiani, Gabriele Gratton – Acta Psychologica, 2008, Beckman Institute, Department of Psychology, University of Illinois, Urbana-Champaign, Urbana, IL 61801, USA Wiegman, O., & Schie, E.G.M ^ "Forget Teens: Gamers Are 35, Overweight – And Sad, CDC says". Wired News. 2009-08-24. http://www.wired.com/epicenter/2009/08/gamers-are-sad. ^ Chambers & Ascione, 1987; Wiegman & Schie, 1998 ^ Anderson & Dill, 2000 ^ Funk, Buchman, & Germann, 2000 ^ Dietz, 1998 ^ Jansz & Martis, 2003 ^ Rask, 2007 ^ "South Korean dies after games session". BBC News. 2005-08-10. http://news.bbc.co.uk/1/hi/technology/4137782.stm. ^ Wartella, Ellen, Oliveraz, Andrana and Jemings, "Children and Television Violence in the United States" in McQuail 's Reader in Mass Communication Theory, ed. Denis MMcQuail (London: Sage, (2002) [1998]). p. 398–405 ^ Barker,M ^ a b Flew, Terry and Humphreys, Sal. "Games: Technology, Industry, Culture" in New Media: an introduction (second edition), ed. Terry Flew (South Melbourne: Oxford University Press, 2005). pp. 101–114 ^ Barker2001. ^ Freedman, Jonathan. "No Real Evidence for TV Violence Causing Real Violence" First Amendment Centre. 2007, online Available: http://www.firstamendmentcenter.org/commentary.aspx?id=18490 [2007, October 17.]. ^ Quirk, Jennifer. "Culture, the Negative Effects of Video Games". Neovox: the Int4ernationalcollege Student Magazine", 2007, online, Available: http:// http://neovox.cortland.edu/archives/2007/06/the_negative_ef.html [2007,September 7.]. ^ Sheff, David. Video Games: A Guide for Savvy Parents. Random House, New York, 1994, p. 33. updated: May 6, 2010 computer image by martini from Fotolia.com

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Gentile, Douglas A. et al (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Retrieved October 4, 2010, from pdfcast.org: http://pdfcast.org/pdf/the-effects-of-violent-video-game-habits-on-adolescent-hostility-aggressive-behaviors-and-school-performance…

    • 905 Words
    • 4 Pages
    Satisfactory Essays
  • Powerful Essays

    Research: Video Games

    • 5028 Words
    • 21 Pages

    Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22.…

    • 5028 Words
    • 21 Pages
    Powerful Essays
  • Better Essays

    Anderson, Craig A., and Karen E. Dill. "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life." Journal of personality and social psychology 78.4 (2000): 772-90. PsycARTICLES. Web. 25 Oct. 2012.…

    • 1577 Words
    • 7 Pages
    Better Essays
  • Powerful Essays

    Gentilea, D. A. Lynchb, P. J. Linderc, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence 27 (4) 5–22…

    • 3479 Words
    • 14 Pages
    Powerful Essays
  • Powerful Essays

    Gentile, Douglas A. et al. "The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance." Journal of Adolescence 27 (2004): 18-20. Print.…

    • 2619 Words
    • 11 Pages
    Powerful Essays
  • Good Essays

    Mompg Research Paper

    • 604 Words
    • 3 Pages

    Video games can also have positive social effects. One measure of this which has significant research is that of pro social behavior. (Schie & Wiegman, 1997).…

    • 604 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Video games have recently become a controversial topic, in regards to understanding if violent video games can cause aggression and violent behavior. Hundreds of studies, as to violent video games, have been tested on children, bullies and even criminals to find out if there is a connection between violent video games and bad behavior. Although most people believe that violent video games do cause aggression in behavior, because of such events like murders, criminal acts and personal experience in the past history, I disagree that there is no connection between videogames and violence in a person's demeanor.…

    • 1191 Words
    • 5 Pages
    Good Essays
  • Best Essays

    Griffiths, Mark. "Video Game Violence and Aggression: Comments on 'Video Game Playing and Its Relations with Aggressive and Prosocial Behaviour ' by O. Wiegman and E. G. M. Van Schie." British Journal of Social Psychology. 39.1 (2000): 147-149.…

    • 2283 Words
    • 10 Pages
    Best Essays
  • Good Essays

    Videogames: Pros and Cons

    • 357 Words
    • 2 Pages

    The impacts of video games, both positive and negative, have been the subject of many scientific research projects in the last few years. A large number of youths are playing increasingly violent video games. Researchers say that violent video games may contribute to a cold-hearted view and the desensitization to violence. In a 1982 Surgeon General report, concerns about video games were listed. It was feared that video games would cause teenagers to become less sensitive to the pain of others, make them more fearful of the world, and would cause them to behave more aggressively towards others. Another con of video games is the excessive playing of the games negatively affects the player’s education. Violence towards women, school shootings, and the increase in bullying are all a few of the supposed side effects of playing violent video games. Critics argue that violent games teach children that aggression is an acceptable way to solve conflicts.…

    • 357 Words
    • 2 Pages
    Good Essays
  • Better Essays

    In this paper, the effects that violent video games have on adolescents will be discussed. Mentioned throughout this paper will be results from specific studies that both support and oppose the theory that violent video games increase aggression in adolescents. The theory that violent video games do encourage aggression will be the main focus, specifically supported the study conducted by Weber, Ritterfeld, and Mathiak in 2006. Evidence from their studies will be used to prove this point by discussing the physical and neurological effects of exposure to violent media. Results from other related studies will also be discussed to support this theory, such as the study done by Barlett, Branch, Rodeheffer, and Harris on the short-term effects of video games, and the study by Carnagey and Anderson, which examines the effects on adolescents of rewards and punishments of violent behavior in video games. Studies that support the opposing theory will be criticized for their vague results and lack of concrete evidence.…

    • 1771 Words
    • 8 Pages
    Better Essays
  • Powerful Essays

    References: Anderson, C.A., & Dill, K.E. (2000). "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life". Journal of Personality and Social Psychology, 78, 772–790.…

    • 2527 Words
    • 11 Pages
    Powerful Essays
  • Better Essays

    Video games are becoming a common modern element in today 's society, and while their popularity grows, so does the need to research their psychological effects on the player. Unfortunately, researchers generally focus on the negative effects such as increased aggression, and because of that it can be easy to forget that video games are actually quite beneficial, "First, the overwhelming majority of players describe game play as a positive emotional experience" (Oswald, Prorock, and Murphy 10). Since video games receive such negative stigma from the media, there has been the most research done on the frustration-aggression theory. This theory says that once an individual becomes frustrated, aggression is inevitable (Breuer, Scharkow, and Quandt 3). Research on this matter has shown that this is not always the case due to the fact that frustration, associated with losing, is a common element of a video game. This means that a player more or less just becomes used to this "frustration." In fact Video games provide boosts in emotional and social health. Video games also provide educational benefits such as increased skills in math, science, cooperation, and decision making. Middle-aged and older adults are also turning to casual video games as a way of keeping their brains in the best shape. Americans shouldn 't be so quick to deem video games as nothing but violence causing and time consuming. Instead of causing violent outbreaks, video games give Americans a boost in many different mental areas.…

    • 1857 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Iowa State University Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.…

    • 5815 Words
    • 24 Pages
    Powerful Essays
  • Good Essays

    Video Game Controversies

    • 346 Words
    • 2 Pages

    Controversies over video games center on debates around video game content and the potential for it to negatively impact player attitude and behavior. Since the early 1980s, video games have become part of the political discourse with advocates emphasizing their nature as an expressive medium (protected under the freedom of speech laws of many countries), and detractors promoting various theories that video games are harmful for society and thus subject to legislative oversight and restrictions. Hundreds of video game and video game player studies have been conducted by a wide range of psychologists and government agencies with the aim of addressing the issue of harm. These studies have targeted possible links to addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues. These studies have in turn been followed up by a number of meta-analyses.…

    • 346 Words
    • 2 Pages
    Good Essays
  • Good Essays

    A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and non-experimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decrease pro-social behavior.…

    • 1140 Words
    • 5 Pages
    Good Essays