Authors and Studies Flashcards
(30 cards)
Gunter (2005)
Social isolation vs. Social opportunity online
Most research on harmful effects —> confirmation bias
Role of interactivity, difficulty and repetition in dependency
Nintenditis
Violent themes in VG, becoming more graphic, fast paced. Explanations derived from TV research - VGs are more interactive and require more concentration than TV but are often more abstract.
Fischer and Griffiths (1994)
Similarities to Slot Machines:
• Skinner’s (1948) partial reinforcement
• reward for “correct behaviour” with randomness/variable ratio
Bogost (2009)
Bogost (2011)
Meshi (2015)
Criticise “social games” for exploiting reciprocity, monetisation and need to maintain play over provision of meaningful artistic experience for the user
Cow-clicker satire game
(Meshi, Tamir & Heereken, 2015) - social media meets users needs to receive and provide feedback
Shotton (1991)
Adults + children with IA actually well motivated and highly intelligent - used internet to satisfy intellectual challenges/for logical coping strategies - 5 year later follow-up showed positive life progress
Griffiths and Hunt (1995; 1998)
1 in 5 are VG dependent (DSM criteria)
7% play more than 30 hours per week
Koepp et al. (1998)
VG playing causes dopamine release in Ventral Striatum (reward centre) - comparable to that of opiates and gambling
- Criticism: level progression was financially rewarded / externally incentivised
Parkin (2015)
Video-game deaths - VGs provoke people into sitting stationary for vastly extended periods of time - public health risk
Malone (1981)
VGs inspire sensory curiosity
Greenfield et al. (1984)
Robotron: VGs are a causal factor in improving divided attention
Gagnon (1985)
VG training increases visuo-spatial skills
Baron and Straus (1984)
Sales of adult magazines correlate with rape statistics in the 50 US states
Goldstein (2005)
VG research characterised by poorly defined terms, inconsistently design and confusion of causation with causality
Anderson & Bushman (2001); Anderson et al. (2010)
Meta analyses relationship between VVG and Aggression - small effect sizes (below .3)
Sherry (2001)
Ferguson (2015)
VVG / Aggression effect size smaller than for Violent TV / Aggression
VVG / Aggression effect size for children and adolescents just .06
Block (2008)
Estimation that 86% of those who suffer from IA also have an additional DSM-IV diagnosis
Freedman (2001)
Criticism of meta-analysis for inconsistent measure of aggression and demand characteristics, and inadequate control conditions
Anderson & Dill (2000)
VVG Wolfenstein 3D causes pp’s to increase Aggression (measured by targeted loud noise blast) compared with non-violent game. Also causes priming effect for violence- and aggression-related words
Israelashvili et al. (2011)
Adolescent self-clarity negatively correlated with IA. Internet over-use result of desire for self-concept clarification? Longitudinal studies necessary for direction of effect.
Distinction between internet over-use that stems from psychopathological needs and that which stems from normative needs (positive development goals)
(Bargh, 1988) - how a person is affected by a given communications medium depends on that persons reasons and goals for using that medium
Isbister (2016)
VGs have potential to create emotional and social connection
Burgoon (1996)
People rely on non-verbal cues most to identify deceivers (absent from most internet interactions)
Vazire and Gosling (2004)
Personal sites/social media pages elixir high levels of observer consensus and accuracy to self- and informant-reports of personality
Hiltz and Turoff (1978)
People in online settings agree with each other less than in face-to-face meetings
Fuller (1996)
People falsely perceive those they know only online as more logical and less personable
Elkind (1976)
Egocentrism in adolescence - preoccupation with imaginary audience - causes undue self-consciousness
Exacerbated in social media due to heightened control over self-presentation (Wallace, 2016)