Seen Question Flashcards
Ofcom, 2015
52% 8-11 year-olds and 60% 12-15 year-olds play online games
Matthews, 2006
highlights that violent video games result in physical changes in children
increased amygdala activity noted for children in experimental group playing violent video games compared to control group playing non-violent video games
conclusion = negative changes in the brain from playing violent video games
Criticism = not everyone plays violent games so not always negative effects
Anderson and Bushman, 2001
support for negative effects on behaviour from playing violent video games
meta-analysis of studies measuring effects of exposure to violent video games
reported aggressive behaviour, thoughts, mood, co-operation and physiological arousal were measured
found short-term exposure to video games correlated with increase aggression
criticism = only short term effect
Kestenbaum and Weinstein, 1985
assessed heavy computer games usage in teen males
found computer games had a calming effect in managing conflict and discharged aggression
argued to do this through open expression of competition - catharsis effect
so suggests positive effect
challenges notion that computer video games lead to increased aggression in children as actually they are seen to help release any aggressive tendencies
Durkin and Barber, 2002
found evidence of positive outcomes in 16 year olds, playing computer games
measures of family closeness, activity involvement, school engagement, mental health, substance misuse and friendship measures - all superior in computer game players
suggests they can be a positive feature of healthy adolescent development
further highlights that aggression does not always result
also challenges misconceptions that children become more shut off from their families and the outside world
Lenhart et al., 2008
social skills increased in children who play computer games
children learn to play cooperatively and competitively
has positive long term impacts
competitive aspect can teach children how to lose and react in a positive way
highlights overestimation of negative consequences of computer games
Granic, Lobel and Engels, 2013
emphasise that there are cognitive benefits from playing video games - especially from shooter-games
video game condition show faster and more accurate attention allocation, higher spatial resolution in visual processing and enhanced mental rotation ability
Introduction
video games defined by interactive nature and design allowing children to actively engage with their systems
much gaming now accessible online and not just on computers (tablets, gaming consoles too)
Ofcom, 2015
much debate over whether consequences are positive or negative
argued in this essay that the positive effects are more important and prevalent
Main Body - Para 1
negative effects - many games involve shooting and killing - may lead to desensitisation of these behaviours
- Matthews, 2006
implications for children - age limits ignored so perhaps younger children playing these games are using the characters are role-models - need more stringent restrictions
- Anderson and Bushman, 2001 - but only short-term effects so not important - perhaps tendency to overestimate negative effects because long=term outcomes are not possible to see due constant evolution of technology
Main Body - Para 2
positive effects
- Kestenbaum and Weinstein, 1985 - highlights that effects are positive not negative - but study is old
- Durkin and Barber, 2002 - more recent study showing positive effects, suggests technology is not bad
- Lenhart, 2008 - social skills are also increased - supports Durkin and Barber, 2002
Main Body - Para 3
must also note that there may be other major cognitive benefits for those playing games
Granic, Lobel and Engels, 2013 - increased cognition in some games (not all) but there are benefits that are sometimes over-looked when assessing violent video games
Conclusion
vast body of literature on negative effects
but these overlook the increasing body of literature that are showing positives in playing of computer games
positives must be investigated further to assess how they can aid development of children - may e important to increase girl gaming (especially of shooter-games) as this may increase their cognitive abilities and prevent them later being discouraged from careers involving these skills