What are the consequences of playing computer games? Answers in the broadcast, which was prepared and led by Krzysztof Michalski. Computer games may also adversely affect the recipient. Many researchers and scientists pay attention to this, among others A. Gała, M. Braun – Gałkowska, I. Ulfik-Jaworska.
They write about the destructive impact of computer games on the psyche of children. Computer games are a dynamic source of entertainment and fun, as well as help in shaping the human personality. However, if certain norms are not observed, the use of games, as well as the consumption of alcohol or drugs, may lead to dependence on them.
They write about the destructive impact of computer games on the psyche of children
The way of presenting violence in games causes that the user gains a conviction about the universality of aggression in the world, accepts it, as a matter of course, as an element of interpersonal relations. The factor that influences children’s accusation of violence is that violence in games is not only punished.
If the games absorb their participants, then slowly get used to the sight of blood and violence, and the player ceases to distinguish between good and evil. The basic difference between aggression and violence presented on television and in computer games is as follows: a person (in this case a child) when watching bloody scenes on television is only the recipient of a given scene, while in computer games he is actively involved in the presented scenes.
Many parents do not know exactly what their children are playing and what it is about, they are somewhat unaware of where the child’s play ends and where violence begins. The popularity of computer video games The leading producer of computer video games Nintendo sold on average three games per second for a period of 12 years from 1983 to 1995, which gives a total of one billion games sold.
In the US, over 40% of households have a Nintendo video game, one of 2,000 different games. Interestingly, Americans spend more money per year on computer games than on cinema tickets. The popularity of computer games containing violenceProvenzo (after: K.E.Dill, J.C.Dill, 1998) examined the most popular games and stated that 40 out of 47 games are inherently saturated with violence.
Funk, when making a survey among young people, noted that 50% of them scored a game containing violence to their favorites
Braun and Giroux examined 21 of the most popular video games, 71% turned out to be violent games. Funk, when making a survey among young people, noted that 50% of them scored a game containing violence to their favorites. Buchman Funk has classified the favorite games of 900 children attending 4 to 8 years of elementary school, distinguishing the following categories of games: general relaxation games, educational games, fantasy games containing violence, interpersonal violence games, non-violent sports games, violent sports games.
They found that fantasy games containing violence and games containing interpersonal violence accounted for 50% of students’ favorite games, girls preferred fantasy games containing violence, and boys games that referred to interpersonal violence. Sports games containing violence accounted for 16% to 20% of favorite games for boys, and for girls it was 6% to 15%.
Addiction of video games Clinicians have observed that many children, adolescents and even adults are becoming compulsive computer players. Some children left lessons and spent their money on dinner or steal, or begged money to satisfy their „hunger for video games”. Egli and Meyers (for K.E.Dill, J.C.Dill, 1998) found that 13% of teenagers in their studies revealed compulsive behavior towards computer video games and devoted other attractive activities, money and time to the game and full participation in it.
Mechanisms explaining the essence of the impact of transmitted content containing violence in the media are similar regardless of whether the content in question is shown on the TV screen or a computer video game monitor.
In addition, violence in computer video games is often portrayed as „something justified”
These are mechanisms such as: activating and creating aggressive thinking connections, weakening inhibitions in relation to anti-social behavior, modeling, strengthening, lowering the level of empathy for others and creating a more aggressive image of the world.
Activating and creating aggressive associations According to the creator of the theory referred to (L. Berkowitz), when people are still recipients of aggressive content, they create in their mind more precise and related aggressive associations. Receiving aggression can arouse the feelings associated with it and can convey to the mind the knowledge of aggression-related skills, memories or views.
For example, when someone plays a brutal computer game, this fact activates both aggressive cognitive patterns and related feelings that increase the likelihood of aggressive reactions. Continuous viewing of violence on the screen of computer video games should theoretically create a similar increase in aggressive behavior, because we take into account the same conceptualization variables.
In addition, violence in computer video games is often portrayed as „something justified”. Based on a review of literature on violence in the media, it can be clearly demonstrated that violence taking place due to the motivational motive causes more aggression than violence that occurs due to the unjustified motive. Such an increase in aggressive behavior due to watching „justifiable aggression” may occur because inhibitions in aggressive behavior are weakened when aggression is perceived as something justified.
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Similarly, if not more dangerous, there is addiction to the Internet. The case of a mother who has been deprived of parental rights is known, because instead of having children, she spent time online chat rooms.
In order not to bother your eyes with constantly staring at the monitor, you should find yourself connected to the computer, but not interested in it, an example can be collecting articles from magazines about our favorite games. On the other hand, games motivate you to other, broader interests.
To sell a game you need a good idea and excellent performance
Strategic games encourage you to be interested in history, simulators and stage games – fiction technique and sport, of course, sport. On the other hand, games and interests related to them may, though not necessarily, negatively affect our school performance or work efficiency.
In the end, when we buy a game, we want to spend as much time as possible and often neglect all other activities. Worse grades and effects, drowsiness at school and work caused by „catching up” of the night – these are frequent effects of the abuse of computer games. Do not ignore them, avoid creating them.
It is difficult for me to sum up my statement. Computer games have good and bad sides, as well as almost everything that a man enjoys. They are a threat because they can become addicted. Graphics, music and other game materials have already reached the level of art, and to broaden their horizons, we can not avoid art.
To sell a game you need a good idea and excellent performance. Computer games are and will be an inseparable part of modern culture, whether we like it or not. It is only up to us to decide how we will „dose” them and whether they will do us harm, whether they only give us pleasure or maybe even prove to be useful.
Interdisciplinary is the most important
How do computer games affect intellectual abilities?
What does neurocognitive science do? Radiographers of Jedynka talk about brain research and how computer games affect intellectual ability. – Neurocognitive science or neuroscience is the science of the brain. We try to combine biological, chemical, genetic or psychological knowledge and thus explain human behavior.
Find areas in the brain that are involved in certain behaviors – says Aleksandra Kołodziej from the Neuroscience Circle at the School of Social Psychology in Warsaw. Together with her colleagues, she organized yet another, because the ninth day of the brain at this university.
– Interdisciplinary is the most important. In the Circle of Neuroscience, we try to meet and discuss topics that we find interesting at least once a week. Once a month, an expert visits us, and often students themselves. Then discussions take place – he reports.
Neurobiology of morality is the specialty of the second member of the Neuroscience Section, Anna Kozak. – The subject of morality is interesting in itself, and if we want to capture it in its biological basis, it is even more intriguing – says the young researcher.
Do games cause aggression?
– Scientists have been dealing with this problem for years. For me, the most interesting conclusion is that no region of the brain specializes in moral behaviors, and the same areas can be responsible for what is moral and for what is immoral.
The third guest of Jedynka, Maciej Skorko from the Institute of Psychology of the Polish Academy of Sciences, during the Day of the Brain talked about the influence of computer games on intellectual abilities. In 2003, Nature published the results of one of the first studies on the influence of playing computer games on perceptual abilities.
It turned out that while playing we learn not only the skills necessary to perform the tasks imposed by them (eg, aiming, orientation in space), but also we practice more basic aspects of our everyday functioning. – Computer games have long been widening. The elders also play, not only children. Half of the players are people between 25-45 years old – says Skorko.
Do games cause aggression? – There are studies that confirm this, but it is worth recalling that such an impact is short-lived and lasts up to about 30 minutes after the end of the game – the Jedynka’s guest calms down. Players can improve the elemental capabilities of the mind for this: for example, they have an extended field of vision, most of the ability to quickly perceive things that others will escape.