THE EFFECTS OF VIDEO AND COMPUTER GAMES. Positive Effects  Helping behaviour – - Research has shown that playing a pro-social game can increase helping.

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Presentation transcript:

THE EFFECTS OF VIDEO AND COMPUTER GAMES

Positive Effects  Helping behaviour – - Research has shown that playing a pro-social game can increase helping behaviour. - - A study to support this is Greitemeyer and Osswald (2010) – demonstrated that PP’s who played the pro-social video game, Lemmings (PP has to ensure the safety of the Lemming) later displayed significantly more pro-social behaviour than those who played an aggressive game (Lamers) or a neutral game (Tetris). After playing the video games for 8 minutes, PP saw the researcher accidently knock a pot of pencils off the table. The PP’s who played the pro-social game, 67% helped pick them up compared to the 33% who did that played the neutral game and the 28% who played the violent game.

Positive Effects  Multiplayer games and social commitment – - Games that involve other players offer the possibility of social outcomes which include learning about a problem in society or exploring a social issue. - A supporting study would be – Kahne et al (2008) Found that the majority of those who listed “The Sims” (a life stimulation game) as their favourite game said they learned about problem sin society and explored social issues whilst playing computer games. (continue on next page)

Positive Effects  Facebook Use and self esteem – - Gonzales and Hancock (2011) – argue that Facebook walls have a positive influence on our self-esteem because feedback posted on them by other users tends to be positive. In a study conducted in the US, students were given 3 minutes to either; use their FB, look at themselves in the mirror or do nothing. Those who had chosen to look at their FB page later gave much more positive feedback about themselves than the other 2 groups.

Positive Effects  Educational and Recreational? (Relaxation) - There are claims that video and computer games can have a positive benefit in that there are creative, and pro-social games can have a educational value. Also, these types of games can help to release stress and aggression in a non-destructive way. (Bowman and Rotter 1983) - Gold et al (2006) – Virtual reality and video games have also been shown to have beneficial effects as learning aids within the healthcare sector.

Positive Effects  GEE (2003) – (education) - He believes that some games can empower learners, develop problem solving and help understanding. Games offer a chance of control and often reward non-linear thinking and resetting of goals as the games progresses. Many games encourage the player to reflect on their choices, to review earlier decisions and then learn from their mistakes. They encourage independent thinking, perseverance and commitment.

Evaluation of Positive Effects  Methodological limitations – - In longitudinal studies, we cannot be certain the findings are related to just the violent video and computer game exposure as we do not know the extent to which the PP’s have been exposed to prior to the study.

Evaluation of Positive Effects  Therapeutic applications of video games – - Video games have been successfully used in the treatment of post-traumatic stress. - Holmes et al (2010) – showed volunteers traumatic images of personal injury (traffic accidents). Then 30 minutes later, some volunteers played Tetris, others played pub quiz and others did nothing for 10 minutes. In a second experiment, the wait between viewing the film and playing the computer games was extended to four hours. In both experiments, the PP’s who played Tetris has significantly fewer flashbacks from the film compared to other groups. Researchers concluded that playing the game interfered with the way that traumatic memories are formed in the mind. It is thought to do this because memories compete with the same sensory channels that are needed to form the memory.

Evaluation for Positive Effects  Facebook use and self esteem – - One explanation for the link between Facebook use and positive self-esteem comes from the “Hyperpersonal model”(Walther 1996) The model claims that self selection of the information we chose to represent ourselves by the use of photos and personal details can have a positive influence on our self esteem. Computer meditated communication (E.g. Facebook) offers people and opportunity for positive self esteem as “feedback” posted on their wall tends to be positive.