This document discusses the social effects of video games and virtual worlds. It addresses common concerns about negative impacts like addiction, social isolation, and neglect of education. However, it also notes potential benefits such as providing positive outlets for aggression, building confidence through a sense of achievement, and facilitating social interaction and learning. The future of gaming is explored in relation to new technologies enabling more immersive experiences through augmented reality.
_Impact of Video Games on a Child's Mental Health.pdf
Mc502 powerpoint 2011
1. "What are the social effects of video games and virtual worlds on our real lives and future existence?" MC502SeánCaheny 0803513
2. Video games AND VIRTUAL WORLDS Why do people play video games and use virtual worlds? -Entertainment -Interactivity -Identity Who are the players/gamers?
3. Moral Panics Stanley Cohen "[a] condition, episode, person or group of persons emerges to become defined as a threat to societal values and interests.” , “Those who start the panic when they fear a threat to prevailing social or cultural values are known by researchers as "moral entrepreneurs", while people who supposedly threaten the social order have been described as "folk devils.“ (Cohen, 1972) “Societies reproduce and maintain a set of social norms is to exaggerate the ‘dangers’ at a relatively early stage of developing types of behaviour that might threaten the society’s ‘normal’ codes of behaviour” ”(McDougall and O’Brien,2008).
4. Social Effects of videogames Emotional Effects Behavioural Effects Ideological Effects
6. It’s Not all doom and gloom A positive outlet for aggression and emotions. Gives players a sense of achievement.(Confidence) Learning a new literacy and new skills. Social Interaction Edutainment
7. The Future Of gaming and virtual worlds Online/MMO Gaming New Technologies- More Interactivity (Kinect, 3D Gaming, Emotiv EPOC headset) eXistenz- Augmented Reality
8. Reference List Gentile, D. & Gentile, J. (2008) 'Violent Video Games as Exemplary Teachers: A Conceptual Analysis', Journal of Youth and Adolescence, 37 (2) pp. 127-141, Springerlink [online]. Available at: http://www.springerlink.com/content/7706114365625653/fulltext.pdf (Accessed: 18 February 2011). Johnson, S (2005) Everything Bad is Good for You. London: Penguin. McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur. Newman, J (2004) Videogames. London: Routledge Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 18 February 2011). http://en.wikipedia.org/wiki/Video_game_genres (Accessed 02 May 2011) http://en.wikipedia.org/wiki/Moral_panic. (Accessed 02 May 2011) http://en.wikipedia.org/wiki/Emotiv_Systems (Accessed 03 May 2011) http://news.bbc.co.uk/1/hi/technology/4137782.stm (Accessed 03 May 2011) http://www.businessweek.com/globalbiz/content/mar2007/gb20070326_937184.htm (Accessed 04 May 2011)