virtual vs. The real world.
it is not hard to miss the popularity in online poker these days. People from all over the world are join these online poker games, and betting away on the virtual table. I am not really familiar with these, first hand its more for my mom then anyone. But watching and witnessing the excitement of the game, compacted into a little screen I can almost see the attraction. However, recently I have taken part in a social gathering, and have been playing some fun poker, for pretend chips. I have to say its quite a rush. I cant really see someone fully experiencing the full thrill of poker online. It seems that nowadays, people will discard their real life traditions, just because a smaller version has appeared on our digital machines. It worries me. I fear a world where everyone is transfixed in a virtual world. It would be kind of like the matrix, where people could fly and experience it on a whole new level. Thinking about it more I believe this would be very cool, however, people should use this ability responsibly, and I'm not talking about, taking breaks and walking around. I'm talking about going outside and finding some real world experiences. I know this is kind of hard to conceive for a gamer. Why experience the real world when you can stop all over a city with your mech?
I will attempt to answer this question.
alright... Say you really like fighting games. Say you've played mortal kombat, street fighter, and all those virtual fighters to death, and there is no one who can challenge your awesome skill. What now? This is not healthy. If all you do is play fighting games, then you are sucking the fun out of the experience. I suggest you go and join a karate club. Experience it first hand, then not only will you be enjoying yourself and experiencing something you love at a new level but when you go back and play your fighting games, you might notice or recognize, some moves that your character does. It's like the guy who does nothing but watch movies. Sooner or later he should go and try to film, even if he's not very good, he will be experiencing it first hand and it will be a healthy balance.
I'm not saying playing video games isn't hella fun, because it is, but experiencing it in the real world is always better. But just because I think this does not mean I'm going to roll people into a giant ball and set them on fire, or buy some guns and go on a rampage.
you've obviously got to use moderation, but I shouldn't tell you this, your smart enough you can figure that out on your own.
Friday, November 10, 2006
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FYI - Quick search of periodicals/journals at the Toronto Research Library website (www.tpl.toronto.on.ca)
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NEA Today, April 2006 v24 i7 p11(1)
Do violent video games lead to aggression? Your students who spend every afternoon taking aim with digital guns may actually be changing the way their brain works. And, a recent study shows that they may become inured to violence. (upfront)(Brief article)
Full Text: COPYRIGHT 2006 National Education Association of the United States
WHEN UNIVERSITY of Missouri-Columbus (UM-C) researchers showed violent images to male college students--like a man holding a gun to another's head--they found that the participants who routinely played violent video games showed fewer brainwaves of a specific type.
Then, when they played a hot-button game with the students, asking them to blast an opponent with noise, they also found that the video players were more likely to behave aggressively.
"People often assume that any negative effects of playing violent games are short-lived," said Bruce Bartholow, UM-C assistant professor of psychological sciences. "But these results suggest that repeated exposure to violent video games has lasting negative consequences for both brain function and behavior."
Article A144295403
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Personality & Social Psychology Bulletin, Nov 2005 v31 i11 p1573(14)
Correlates and consequences of exposure to video game violence: hostile personality, empathy, and aggressive behavior. (Author Abstract) Bruce D. Bartholow; Marc A. Sestir; Edward B. Davis.
Author's Abstract: COPYRIGHT 2005 Sage Publications, Inc.
Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.
Keywords: videogames; aggression; hostility; empathy; desensitization
Article A138439070
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Psychological Science, Nov 2005 v16 i11 p882-889
The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. (Research Articles)(Author abstract) Nicholas L. Carnagey; Craig A. Anderson.
Author's Abstract: COPYRIGHT 2005 Blackwell Publishers Ltd.
Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.
Article A143636498
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AScribe Health News Service, Oct 11, 2005 pNA
Violent Video Games Lead to Brain Activity Characteristic of Aggression, Michigan State University Researcher Shows.
Full Text: COPYRIGHT 2005 AScribe
Byline: Michigan State University
EAST LANSING, Mich., Oct. 11 (AScribe Newswire) -- A Michigan State University researcher and his colleagues have shown that playing violent video games leads to brain activity pattern that may be characteristic for aggressive thoughts.
In a functional magnetic resonance imaging (fMRI) study, 13 male research participants were observed playing a latest-generation violent video game. Each participant's game play was recorded and content analyzed on a frame-by-frame basis.
"There is a causal link between playing the first-person shooting game in our experiment and brain-activity pattern that are considered as characteristic for aggressive cognitions and affects," said Rene Weber, assistant professor of communication and telecommunication at MSU and a researcher on the project. "There is a neurological link and there is a short-term causal relationship."
"Violent video games frequently have been criticized for enhancing aggressive reactions such as aggressive cognitions, aggressive affects or aggressive behavior. On a neurobiological level we have shown the link exists."
Weber conducted the research with his colleagues Klaus Mathiak of RWTH Aachen University (Germany) and Ute Ritterfeld of the University of Southern California.
FMRI is a technique for determining which parts of the brain are activated by different types of physical sensation or activity, such as sight, sound or the movement of a subject's fingers. This "brain mapping" is achieved by setting up an advanced MRI scanner in a special way so that the increased blood flow to the activated areas of the brain shows up on functional MRI scans.
Thirteen German male volunteers between the ages 18 and 26 participated in the study. The participants played a minimum of five hours of video games weekly. On average, participants played video games for 15 hours per week and started playing video games at the median age of 12.
Eleven of the 13 subjects showed large observed effects that can be considered as caused by the virtual violence.
Participants played the mature-rated first-person-shooter game "Tactical Ops: Assault on Terror" for five rounds, 12 minutes per round (an average of 60 minutes total), while in an fMRI scanner. Brain activity was measured throughout game play. Physiological measures were also taken. These data as well as audio data from the game were recorded and synchronized with the fMRI signal.
Game-play recordings were content analyzed with a novel frame-by-frame method, which assessed whether virtual violence was involved at any moment during play.
The video game industry is a $10 billion dollar industry in the United States and more than 90 percent of all U.S. children and adolescents play video games, on average for about 30 minutes daily.
The National Youth Violence Prevention Resource Center reported in 2004 that a 2001 review of the 70 top-selling video games found 49 percent contained serious violence. In 41 percent of all games, violence was necessary for the protagonists to achieve their goals. In 17 percent of the games, violence was the primary focus of the game itself. "Mature" rated games are extremely popular with pre-teen and teenage boys who report no trouble buying the games.
New-generation violent video games contain substantial amounts of increasingly realistic portrayals of violence. Elaborate content analyses revealed that the favored narrative is a human perpetrator engaging in repeated acts of justified violence involving weapons that results in some bloodshed to the victim.
"However, it is essential to understand how violence is interpreted by players and that only a part of M-rated games contain concerning violence: that is, realistic, rewarded and justified violent activities of attractive perpetrators in real-life settings," added Weber. "Although there are probably more positive effects of playing all types of video games and even violent video games, such as socializing with peers or improving cognitive and physical abilities, it is important that we continue to explore this causal relationship we have shown in this research."
The entire report of the research will appear in the January 2006 edition of Media Psychology. See http://www.newsroom.msu.edu/site/indexer/2532/content.htm .
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CONTACT: Russ White, MSU, University Relations, (000)-000-0000, whiterus@msu.edu / http://newsroom.msu.edu
NOTE: The name "Rene" (graf 3) is spelled with an acute accent on the second "e."
Article A137410656
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Psychological Science, May 2005 v16 i5 p354-357
Deciding to Defect: The Effects of Video-Game Violence on Cooperative Behavior. (Research Reports)(Author Abstract) Brad E. Sheese; William G. Graziano.
Author's Abstract: COPYRIGHT 2005 Blackwell Publishers Ltd.
This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom (TM) in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.
Products: DOOM! (Action game) - Social aspects
DOOM! (Action game) - Psychological aspects
Article A133114928
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Life Science Weekly, Dec 28, 2004 p292
Group that played violent video games showed increased state-of-anxiety scores.
Article A126457668
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JAMA, The Journal of the American Medical Association, April 21, 2004 v291 i15 p1822(3)
Does video game violence sow aggression?: studies probe effects of virtual violence on children. Brian Vastag.
Abstract: The effects of violent video games on children are discussed. An appeals court in Washington is expected to pass a rule on whether the Washington state law ban on the sales of 'cop killing' games to minors is justified.
Article A118831294
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Journal of Adolescence, Feb 2004 v27 i1 p41-52
Exposure to violent video games increases automatic aggressiveness. Eric Uhlmann; Jane Swanson.
Abstract: The relationship between exposure to violent media and the automatic self-concept is examined in students playing the violent video game Doom in the laboratory which led them to associate themselves with aggressive traits and actions on the Implicit Association Test. The results suggest that playing violent video games can lead to the automatic learning of aggressive self-views.
Article A122740065
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Journal of Adolescence, Feb 2004 v27 i1 p113-122
An update on the effects of playing violent video games. Craig A. Anderson.
Abstract: A brief overview of existing research on the effects of exposure to violent video games is presented. An updated meta-analysis indicates that exposure to violent video games is significantly linked to increases in aggressive behavior, aggressive cognition, aggressive affect, and cardiovascular arousal and to decreases in helping behavior.
Article A122741970
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Aggressive Behavior, Sept-Oct 2003 v29 i5 p423(7)
Violent video games and aggressive behavior in young women. (Author Abstract) Craig A. Anderson; Christine R. Murphy.
Article A110076788
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Nature, July 24, 2003 v424 i6947 p367(368)
Playing with fire?. Tony Reichhardt.
Abstract: According to Craig Anderson, a psychologist at Iowa State University in Ames, the violent video games will influence a person in his behavior and character. The studies conducted to analyze the effect of such video games, conducted by Anderson, are depicted.
Article A119207454
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Journal of Applied Social Psychology, Dec 2002 v32 i12 p2458(17)
High versus low aggressive priming during video-game training: effects on violent action during game play, hostility, heart rate, and blood pressure. (Abstract) Cameron D. Panee; Mary E. Ballard.
Author's Abstract: COPYRIGHT 2002 V.H. Winston & Son, Inc.
Playing violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video-game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates (N = 36) were assigned to a high aggressive or low aggressive video-game priming condition. After training, they played Metal Gear Solid[TM], which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression.
Article A98544852
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Journal of Experimental Social Psychology, May 2002 v38 i3 p283(8)
Effects of violent video games on aggressive behavior: potential sex differences. Bruce D. Bartholow; Craig A. Anderson.
Abstract: This article examines the relationship between aggressive behavior and playing violent video games among men and women. The authors, analyzing the behaviors of 22 men and 21 women who were assigned to play either a violent video game or a nonviolent video game for 10 minutes, conclude that the participants who played the violent video game showed more aggressive behavior, and the effect was more apparent in men.
Article A92453804
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Journal of Applied Social Psychology, Oct 2001 v31 i10 p2047(25)
Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood. (Abstract) Michele J. Fleming; Debra J. Rickwood.
Author's Abstract: COPYRIGHT 2001 V.H. Winston & Son, Inc.
This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression.
Article A81298982
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Psychological Science, Sept 2001 v12 i5 p353
EFFECTS OF VIOLENT VIDEO GAMES ON AGGRESSIVE BEHAVIOR, AGGRESSIVE COGNITION, AGGRESSIVE AFFECT, PHYSIOLOGICAL AROUSAL, AND PROSOCIAL BEHAVIOR: A Meta-Analytic Review of the Scientific Literature. Craig A. Anderson; Brad J. Bushman.
Author's Abstract: COPYRIGHT 2001 Blackwell Publishers Ltd.
Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. 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 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.
Article A78546517
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Human Communication Research, July 2001 v27 i3 p409
The Effects of Violent Video Games on Aggression A Meta-Analysis. JOHN L. SHERRY.
Author's Abstract: COPYRIGHT 2001 International Communication Association
Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games. Directions for future programmatic research on video games are outlined.
Article A77187793
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Contemporary Pediatrics, May 2001 v18 i5 p102
How violent video games may violate children's health. Elisa Hae-Jung Song; Jane E. Anderson.
Article A75958495
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Journal of Personality and Social Psychology, April 2000 v78 i4 p772
Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Craig A. Anderson; Karen E. Dill.
Author's Abstract: COPYRIGHT 2000 American Psychological Association, Inc.
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).
Article A62212326
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