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Author Archives: toneppp

About toneppp Why so serious?

Final Post (Reflection)

By toneppp

From the previous 5 blog posts, we have witnessed the power of video game addiction morphing the lives of people throughout the years. In this final post, I will discuss how video game has been made more and more popular.

Lets travel back to my 1st post, where sports celebrities such as Kobe Bryant(NBA Superstar), and  Michael Phelps(Gold-Medalist Swimmer) are being used to promote games for the individual company. They were shown to be playing the “Guitar Hero” game all night long with great enthusiasm. This shows how media uses the Modelling Theory to allure public to try out the games they are promoting. This can be a powerful influence because by using sports celebrity, it would further affirm the audience that the game is excellent to the point that even superstars like them would play it. Currently, innovations in hardware are on the horizon. For example, Sony has made recently the popular PlayStation available in a small, portable version. In addition to gaming, the Portable has wireless connectivity and could connect to other players anywhere on the move. Soon after,other manufacturers plan similar devices. With the current exposure of media in our current society, a simple advertisement on television or the internet would enable the most vulnerable audiences such as children and youths to know the existence of such sophisticated gaming device which it wouldn’t take long for them to get it after that.In my 2nd post, I’ve posted a video showing a news anchor illustrating how growing children can spend up to ten thousand hours worth of time playing video games before they turn to the age of 21. It is because of these new gadgets that would make gaming easily available even on the move, proves that it is the Media Effects that  led to such high number of gaming addicts around the world.

Now, I would illustrate to you the impact on lifestyle for gaming addicts who spent way too much time in front of their computers for their own good. In my 3rd post, I have shown how engrossed people could get to the virtual world they are in, so much to the point that they have problems differentiating  whats “real” and “unreal” . This is what  Disembodiment in New Media is all about. It affects the well-being of a person, as they wouldnt cater to their physical body needs  anymore. They would just do whatever it takes to accomplish and dominate in what the virtual world requires of him. Such practices would result in deprived of sleep, and lack of nutrition intake for an individual. What makes it worst is that, some are not even aware of this disembodiment.

Next, the detrimental effects of the “new Media”. Based on my 4th and 5th post, video games may have an even greater impact on social behavior than televsion. As suggested by Anderson and Dill (2000), the effects of violent video games (relative to television shows or movies) on antisocial behavior should be stronger as a result of the player’s identification with the characters in the game, as a result of the addictive nature of video games, and because video games allow people to actively participate instead of just passively watching. This would lead to Pluralization & Fragmentation due to the weakening of social ties in reality and their non-linear thinking after exposure to such games.

Furthermore, Video games offer excellent conditions for learning to occur: They simultaneously expose the player to modeling, rehearsal, and reinforcement of the social behavior that is involved in the game’s theme (Buckley & Anderson, 2006).Thus, there has been accumulating evidence that exposure to violent video games leads to increased aggressive behavior while decreasing prosocial behavior.

In conclusion, not only is it  important to be aware of media and its high influential power, we should learn to take everything in moderation.  While well-established companies may  use media as their way to manipulate buyers for their products, we should learn to control what we do, instead of blaming solely on the media for all the devastating outcome that is a result of an addiction.

Words: 698

Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York, NY: Oxford University Press.

Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In P. Vorderer & J. Bryant (), Playing video games: Motives, responses, and consequences (pp. 363–378). Mahwah, NJ: Erlbaum.


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Violent Video Games..
 

Is this really how these players are like?

Words: 211

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Social advantages..


In my fourth post, i will explain how gaming have a positive impact in the player’s social life.

Online multiplayer communities are social networks built around multiplayer online computer games. Members of these communities typically share an interest in online gaming and a great deal of the interaction between them is technologically mediated.

Online multiplayer games typically encourage interaction between players: some go even as far as demanding it. Collaboration with other players may be a prerequisite for making progress in a game, or a game may be based on competition between players. Long-term interaction lays the foundation for a feeling of community. Social interaction between members of multiplayer communities shares similarities to interaction in face-to-face groups. Shared values and goals are the basis on which a shared understanding and a sense of community are built on.(Marko Siitonen,2007).

The video above discussed whether video games are impacting more or less socially on the player’s lives.

However, on the other hand, a handful of imaging studies of video game-related events suggest that there may be deactivation of the prefrontal cortex during game-playing which logically could affect the development of complex cognitive behaviors as well as the expression of appropriate social behavior. ( Suzuki K, Hirasawa K, Tanaka M, et al. 2003). But is all these good enough to prove that one should stop gaming completely?

Word Count: 209


Marko Siitonen, 2007.” How Does Online Gaming Affect Social Interactions” University of Jyvaeskylae (2007, September 20) ScienceDaily.  http://www.sciencedaily.com­ /releases/2007/09/070915110957.htm

Suzuki K, Hirasawa K, Tanaka M, et al. Relationship between long-term use of video games and cognitive abilities. Presented at the 34th Annual Conference of the International Simulation and Gaming Association, Tokyo, August 25-29, 2003.


The disembodiment…


In this post, I will show how video games affect the disembodiment of a body.

A following experiment was done  on the campus of Indiana University, over eighty people gathered together in a residence hall dining room for the IU LAN War. They were there to play video games.

The majority of them would not leave until noon the next day and many did not even sleep the entire time they were there. Instead they stayed awake, staring at a computer monitor, ignoring the needs of their body so they could play video games. In a situation such as this, the role of the body is more complex than it might first appear. When we play these games for such extended periods of time, we ignore our physical bodies and concentrate on what happens to our virtual bodies inside the game world.(Drew Leder,1990). Therefore, while playing a video game, not only is the player’s attention not dwelling on one’s physical embodiment, but there is also another form of disembodiment occurring. While playing a video game, the player looks through the eyes of a virtual character, seeing what the character sees.The player does not see the player because, for all intents and purposes, while playing, the player is the character. ( Deborah Lupton, 2000) Thus, it seems that in a video game, not only is a player not aware of one’s embodiment, they are similarly unaware of their disembodiment. This is why getting hooked to playing would cause one to get disconnected from the real world.

Word Count: 210


Leder, Drew. The Absent Body. Chicago: University of Chicago Press, 1990.
Lupton, Deborah. “The Embodies Computer/User.” The Cybercultures Reader. Eds. David Bell and
Barbara M. Kennedy. New York: Routledge, 2000. 477-488.


This is Big news…


Word count: 215


The Start.
