|
|
Violence
New entry in Digiplay games research bibliography:
An important factor to consider in developing educational computer games concerns whether there are any differences between learners in their acceptance of games for learning. In particular there is concern that the strong male preference found in playing games for leisure might also extend to games-based learning, making males more accepting of games in learning than females.There is clear evidence that the violent content and competitive structure of many games, gender stereotyping of female characters, the lack of opportunities for meaningful social interaction between game characters and the visual skills required to succeed in many games are features of games that make them less appealing to females than to males. Games manufacturers have responded to criticisms that games are male-oriented by developing games which aim to appeal to both males and females. However they have also acknowledged that boys and girls essentially prefer different types of game and they have also developed games specifically targeted at girls. These preferences in computer games have helped to confirm that males and females have different interests and preferences which are very deep rooted and emerge in infancy. Woudheusen has argued that these preferences are resistant to change as they probably reflect biologically influenced inclinations which are crystallised by socialisation processes.While it is acceptable to develop different games for leisure for boys and girls, with games for learning the situation is more complex. Schools and universities need to be inclusive and new learning methods and materials should aim to be gender neutral. However games for learning are being introduced into a prevailing motivational climate in schools which suits the more committed and methodical approach of girls. Many boys subscribe to the "Not cool to study" view and this has led to a culture of underachievement and "laddishness" amongst boys. It is tempting to argue that the easy engagement and the active, competitive style of interaction required in many computer games provides an ideal opportunity to re-engage many disengaged young men in learning.Ultimately it seems likely that the way forward is to develop a range of games for learning which are competitive or not and which include social interaction or not and to guide students in selecting games which are most congruent with their own individual preferences. As with any other educational intervention, games for learning will need to be evaluated to ensure that they help learning and that they do so in a way that as far as possible does not favour one group over another.
New entry in Digiplay games research bibliography:
This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why computer games present ethical challenges, and to exploit the informational nature of games to suggest how to develop games with ethics at the core of their gameplay.
New entry in Digiplay games research bibliography:
OBJECTIVE. Given the increase in screen media targeted at the very young, the purpose of this study was to examine preschooler parents' knowledge about expert recommendations for young children's screen media experience, their knowledge of specific screen media ratings, their beliefs about screen media effects, and actual monitoring practices.METHOD. Parents of 94 children < 5 years of age (mean age: 2.95 years) were surveyed. Questionnaires were distributed in day care centers and completed at the parents' convenience. The questionnaire included background questions about parental education, age and gender of child, and parents' perceptions of their child's favorite television show and favorite video or computer game. Eleven multiple-choice questions assessed the respondent's knowledge of expert recommendations for screen media for preschoolers and the meaning of television and video game content ratings. Fourteen questions addressed the typical amount of their preschooler's screen media exposure, parental rules regarding screen media use, and parents' beliefs about appropriate use of screen media for preschoolers.RESULTS. Preschoolers were exposed to an average of similar to 12 hours of screen media in a typical week. Parents believe that media do have either short- or long-term effects on preschoolers. Performance on factual questions was poor (mean score: 2.83 of 11). In particular, only 34% of the parents correctly identified the expert recommendation for children > 2 years of age.CONCLUSIONS. Parents should continue to be educated about the need for preschoolers to participate in activities that promote language development, socialization, imagination, and physical activity. Although professionals should work to improve the ratings, and ultimately to implement a universal ratings system for all screen media, parents need to be encouraged to improve their understanding of current recommendations for screen media exposure and television and video game ratings. Pediatrics 2009;123:981-988
New entry in Digiplay games research bibliography:
In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
New entry in Digiplay games research bibliography:
This article analyzes the quick-response binary combat game genre, suggesting that
so-called "finger-twitch" games, often maligned by academics, are both complex and
significant for cultural studies. While the game structure of binary combat is most often
seen in terms of simple entertainment, lacking narrative power and encouraging an apathetic
and passive attitude to violence, the author argues that games such as Mortal
Kombat, Street Fighter, and Soul Calibur are complex in terms of their construction of
stereotyped identity and in the binary structure of combative play. Further, the significance
of the genre lies in the performative aspects of gameplay, which problematize
accepted models of identification and immersion. Once the player is introduced into the
superficial binary structure of combat, then that player’s choice and agency become the
primary factors in gameplay, ultimately creating space for the inversion of stereotype,
the subversion of gender roles and the possible transcendence of the binary system
New entry in Digiplay games research bibliography:
The extremely high level of simulated violence in certain recent video games has made some people uneasy. There is a concern that something is wrong with these violent games, but, since the violence is virtual rather than real, it is difficult to specify the nature of the wrongness. Since there is no proven causal connection between video-game violence and real violence, philosophical analysis can be particularly helpful in locating potential sources of wrongness in ultra-violent video games. To this end, this paper analyzes video game violence through the lens of utilitarian, Kantian, and post-modern perspectives. Through these analyses, several explanations of the wrongness in violent video games emerge.
New entry in Digiplay games research bibliography:
The effects of violent media on behavior have been studied for decades. Less studied are the effects of prosocial media on behavior (Hogan, in press), especially in terms of video games. Following the design of Bushman and Anderson (2001) participants were assigned to one of three video game conditions: violent, prosocial, neutral. After playing for ten minutes, participants completed three stories (Car Accident, Persuading a Friend, The Room [about a messy roommate]) writing what would happen next (what would the protagonist do, say, think, feel). Responses were scored for violent (harmful, aggressive), prosocial (helpful, empathic, supportive), and neutral remarks. Across conditions there were no significant differences for aggressive responses. Importantly, the number of prosocial remarks in the prosocial condition was significantly greater than in the aggression or neutral conditions. Those in the prosocial condition produced more prosocial endings to stories. Playing video games creates social biases that influence feelings, attitudes, and behavior. Which biases are created are influenced by what kind of game is played. Playing positive games may increase the likelihood of thinking, feeling, and behaving morally and suppress the violent priming of videogame media generally. Media may be used in multiple positive ways to build moral character.
New entry in Digiplay games research bibliography:
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.
New entry in Digiplay games research bibliography:
Debate regarding the psychological and behavioural effects of playing violent video games has recently led to claims that violent video games increase aggression effects in adolescents, and that this issue has now been settled. However, other researchers have found either no detrimental effects from game playing or even positive (cathartic) effects. In this research we demonstrate that these different conclusions are not mutually exclusive and can be explained by the method of assessment and analytic techniques utilised. We had adolescents play a violent video game (Quake II) and took measurements of anger both before, during and after game play. The results demonstrated that some people increase, some decrease and the majority show no change in anger ratings. Unlike past research, we also demonstrate that these changes are mediated by the player's feelings immediately prior to game play and a labile temperament - one predisposed to aggression - and that these variables predict people's reactions with an average 73% concordance rate.
New entry in Digiplay games research bibliography:
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.
|