Play Together

Play Together

Author: Matthew Erxleben

Publisher:

Published: 2021

Total Pages: 218

ISBN-13:

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Media effects research has shown that video games can have both antisocial and prosocial effects, depending on the content of the game. Individuals who play violent video games tend to display more aggressive attitudes and behaviors, while those who play games with prosocial content tend to display more prosocial, or helping, attitudes and behavior. The context in which a video game is played has also been shown to influence media effects, with competitive play leading to increased aggression while cooperative play leads to increased prosociality. However, the existing literature has not examined how these effects might influence the interpersonal relationships between those playing the video game.To test the effects of gaming context on interpersonal relationships, an experiment was conducted that compared two groups of participants exposed to two levels (competitive or cooperative) of a single factor (gaming context). In the competitive condition, participants watched gameplay footage of two individuals playing a video game competitively, while those in the cooperative condition watched gameplay footage of two individuals playing the same game cooperatively. After exposure, five dependent variables were examined to see how they differed between the two groups: state hostility, prosocial score, positive affect change, negative affect change, and change in perceived relationship quality.Upon initial analysis, only negative affect change was shown to significantly differ between the two conditions. However, this effect was actually due to an interaction between condition and sex. This study also identified that sex, personality, and media usage habits significantly covaried to some degree with all five dependent variables. These covariates provide evidence for how individual differences might influence the effects that result from watching a video game being played in different multiplayer contexts and, as an extension, how individual differences might influence the effects of gaming context in general.


Game-Based Learning

Game-Based Learning

Author: Patrick Felicia

Publisher: Cambridge Scholars Publishing

Published: 2014-06-26

Total Pages: 280

ISBN-13: 1443862436

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This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.


Perspective Taking in Violent Videogames

Perspective Taking in Violent Videogames

Author: Patrick Jay Ewell

Publisher:

Published: 2015

Total Pages: 129

ISBN-13:

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While the relationship between violent videogame play and aggression has been widely investigated empirically, the results have been largely inconclusive and highly controversial. This research synthesizes the current literature and responds to the call for a broader and more ecologically valid approach to videogame research. Two studies examine different aspects of videogame play that were hypothesized to impact the relationship between violent video games and aggression including; different game narratives, the game environment and, most importantly, player perspective. This research utilized action identification theory (AIT; Vallacher & Wegner, 1985) as its theoretical framework. This framework makes predictions on how individuals' actions are identified when describing their own behavior. The AIT also informed the development of a new individual difference measure of player's perceptions of their actions, employing the rationale that there are important implications for whether an action is perceived as concrete or abstract (Vallacher & Wegner, 2000). Previous research has shown that cooperation and prosocial goals lead to fewer hostile cognitions and decreased arousal along with increases in prosocial cognitions and behaviors (Ewoldsen et al. 2012; Gitter, Ewell, Guadagno, Stillman & Baumeister, 2013). I hypothesize this is due to the level of abstraction the game player applies to their perceived action. I believe that cooperative play or prosocial intentions lead players to think in a more abstract manner and therefore, perceive their actions as less aggressive or violent. Study 1 manipulated game narrative and context and found evidence that competitive narratives increased hostility in players. It was also found that player performance was a significant predictor of numerous variables including hostility and positive affect. Abstraction was not found to significantly mediate the relationship between experimental condition and aggression. Study 2 manipulated abstraction in an attempt to demonstrate its effect on the relationship between game narrative and aggression. Study 2 replicated the finding from Study 1, that player performance was related to aggression and positive affect. Unexpectedly, participants in Study 2 viewed the competitive condition more abstractly than the cooperative condition. Experts were not found to be more aggressive or hostile than novices. Implications for future research are discussed.


Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents

Author: Craig A. Anderson

Publisher: Oxford University Press

Published: 2007-01-11

Total Pages: 200

ISBN-13: 0195345568

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Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.


Introduction to Positive Media Psychology

Introduction to Positive Media Psychology

Author: Arthur A. Raney

Publisher: Routledge

Published: 2020-12-29

Total Pages: 224

ISBN-13: 1000295877

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Introduction to Positive Media Psychology summarizes and synthesizes the key concepts, theories, and empirical findings on the positive emotional, cognitive, and behavioral effects of media use. In doing so, the book offers the first systematic overview of the emerging field of positive media psychology. The authors draw on a growing body of scholarship that explores the positive sides of media use, including fostering one’s own well-being; creating greater connectedness with others; cultivating compassion for those who may be oppressed or stigmatized; and motivating altruism and other prosocial actions. The authors explore these issues across the entire media landscape, examining the ways that varying content (e.g., entertainment, news) delivered through traditional (e.g., film, television) and more recent media technologies (e.g., social media, digital games, virtual reality) can enhance well-being and promote other positive outcomes in viewers and users. This book serves as a benchmark of theory and research for current and future generations of advanced undergraduate students, graduate students, and scholars in communication, psychology, education, and social work.


Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else)

Author: Douglas A. Gentile

Publisher: Cambridge University Press

Published: 2021-12-23

Total Pages: 141

ISBN-13: 1108967671

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Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.


Intergroup Relations

Intergroup Relations

Author: Michael A. Hogg

Publisher: Psychology Press

Published: 2001

Total Pages: 460

ISBN-13: 9780863776786

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This anthology examines Love's Labours Lost from a variety of perspectives and through a wide range of materials. Selections discuss the play in terms of historical context, dating, and sources; character analysis; comic elements and verbal conceits; evidence of authorship; performance analysis; and feminist interpretations. Alongside theater reviews, production photographs, and critical commentary, the volume also includes essays written by practicing theater artists who have worked on the play. An index by name, literary work, and concept rounds out this valuable resource.


The Effect of Cooperative Gameplay on Aggression and Prosociality in Violent Video Game Play

The Effect of Cooperative Gameplay on Aggression and Prosociality in Violent Video Game Play

Author: Jeremiah Nathaniel Beene

Publisher:

Published: 2015

Total Pages: 90

ISBN-13:

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The aim of this study was to determine what impact (if any) the context (isolated vs. social) of playing different types (violent vs. non-violent) of video games have on people's aggression and positive social behaviors. Participants were randomly assigned to play either a violent video game or a non-violent video game in an isolated context or with another player for 30 minutes, after which they completed the same questionnaires again. Data were then collected on behavioral tasks measuring aggression and prosociality. This experiment failed to find significant effects of violent video game exposure on aggression. Participants who played a violent video game cooperatively scored higher on self-report scales of public prosociality after gameplay. Additionally, participants who played a non-violent game cooperatively scored higher on self-report scales of altruism after gameplay than participants who played a violent video game cooperatively.