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"What are the social effects of video games and virtual worlds on our real lives and future existence?" MC502SeánCaheny 0803513
Video games AND VIRTUAL WORLDS Why do people play video games and use virtual worlds? -Entertainment -Interactivity -Identity Who are the players/gamers?
Moral Panics Stanley Cohen "[a] condition, episode, person or group of persons emerges to become defined as a threat to societal values and interests.” , “Those who start the panic when they fear a threat to prevailing social or cultural values are known by researchers as "moral entrepreneurs", while people who supposedly threaten the social order have been described as "folk devils.“ (Cohen, 1972) “Societies reproduce and maintain a set of social norms is to exaggerate the ‘dangers’ at a relatively early stage of developing types of behaviour that might threaten the society’s ‘normal’ codes of behaviour” ”(McDougall and O’Brien,2008).
Social Effects of videogames Emotional Effects Behavioural Effects Ideological Effects
Addiction Social isolation(Leading a sedentary Lifestyle) Obesity Neglect of Education South Korea
It’s Not all doom and gloom A positive outlet for aggression and emotions. Gives players a sense of achievement.(Confidence) Learning a new literacy and new skills. Social Interaction Edutainment
The Future Of gaming and virtual worlds Online/MMO Gaming New Technologies- More Interactivity (Kinect, 3D Gaming, Emotiv EPOC headset) eXistenz- Augmented Reality
Reference List Gentile, D. & Gentile, J. (2008) 'Violent Video Games as Exemplary Teachers: A Conceptual Analysis', Journal of Youth and Adolescence, 37 (2) pp. 127-141, Springerlink [online]. Available at: http://www.springerlink.com/content/7706114365625653/fulltext.pdf (Accessed: 18 February 2011). Johnson, S (2005) Everything Bad is Good for You. London: Penguin. McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur. Newman, J (2004) Videogames. London: Routledge Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 18 February 2011). http://en.wikipedia.org/wiki/Video_game_genres (Accessed 02 May 2011) http://en.wikipedia.org/wiki/Moral_panic. (Accessed 02 May 2011) http://en.wikipedia.org/wiki/Emotiv_Systems (Accessed 03 May 2011) http://news.bbc.co.uk/1/hi/technology/4137782.stm (Accessed 03 May 2011) http://www.businessweek.com/globalbiz/content/mar2007/gb20070326_937184.htm (Accessed 04 May 2011)

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The social effects of video games and virtual worlds

  • 1. "What are the social effects of video games and virtual worlds on our real lives and future existence?" MC502SeánCaheny 0803513
  • 2. Video games AND VIRTUAL WORLDS Why do people play video games and use virtual worlds? -Entertainment -Interactivity -Identity Who are the players/gamers?
  • 3. Moral Panics Stanley Cohen "[a] condition, episode, person or group of persons emerges to become defined as a threat to societal values and interests.” , “Those who start the panic when they fear a threat to prevailing social or cultural values are known by researchers as "moral entrepreneurs", while people who supposedly threaten the social order have been described as "folk devils.“ (Cohen, 1972) “Societies reproduce and maintain a set of social norms is to exaggerate the ‘dangers’ at a relatively early stage of developing types of behaviour that might threaten the society’s ‘normal’ codes of behaviour” ”(McDougall and O’Brien,2008).
  • 4. Social Effects of videogames Emotional Effects Behavioural Effects Ideological Effects
  • 5. Addiction Social isolation(Leading a sedentary Lifestyle) Obesity Neglect of Education South Korea
  • 6. It’s Not all doom and gloom A positive outlet for aggression and emotions. Gives players a sense of achievement.(Confidence) Learning a new literacy and new skills. Social Interaction Edutainment
  • 7. The Future Of gaming and virtual worlds Online/MMO Gaming New Technologies- More Interactivity (Kinect, 3D Gaming, Emotiv EPOC headset) eXistenz- Augmented Reality
  • 8. Reference List Gentile, D. & Gentile, J. (2008) 'Violent Video Games as Exemplary Teachers: A Conceptual Analysis', Journal of Youth and Adolescence, 37 (2) pp. 127-141, Springerlink [online]. Available at: http://www.springerlink.com/content/7706114365625653/fulltext.pdf (Accessed: 18 February 2011). Johnson, S (2005) Everything Bad is Good for You. London: Penguin. McDougall, J and O’Brien, W (2007) Studying Videogames. Abingdon: Auteur. Newman, J (2004) Videogames. London: Routledge Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 18 February 2011). http://en.wikipedia.org/wiki/Video_game_genres (Accessed 02 May 2011) http://en.wikipedia.org/wiki/Moral_panic. (Accessed 02 May 2011) http://en.wikipedia.org/wiki/Emotiv_Systems (Accessed 03 May 2011) http://news.bbc.co.uk/1/hi/technology/4137782.stm (Accessed 03 May 2011) http://www.businessweek.com/globalbiz/content/mar2007/gb20070326_937184.htm (Accessed 04 May 2011)