When one considers the potential link between the interaction of video games and the result of aggression, it is possible to find oneself looking at a variety of psychological perspectives. After much thought on the prompt given, I have concluded I will proceed to express this connection using the cognitive standpoint. In this viewpoint, one would reflect on the progression by which knowledge is acquired (Nevid, 2015, pp. 10-11). Thus, this method is one that would emphasize the mind’s ability to “process, store, retrieve, and manipulate information (Nevid, 2015, p. 10).” According to the text, the cognitive perspective is “an approach to the study of psychology that focuses on the processes by which we acquire knowledge (Nevid, 2015, p. 10). …show more content…
Again, the Word tells us that we will reap that which we sow, consequently, if we are sowing aggression, it is that which we shall reap. Accordingly, Job 4:8 states, “Even as I have seen, they that plow iniquity, and sow wickedness, reap the same (KJV).” After many hours of play, it is likely that this learned behavior which has been sown, will spill over into the real life situations of the player. Therefore, the reaping of the effects of the game begin to show as the retrieval of emotional responses experienced during play appear in ordinary life. In the mind of a gamer, the process of frustration to aggression is likely to escalate more quickly, seeming more intense than it would for an individual who has not taken on this learned behavior. According to an article on Healthline.com, Dr. Vic Strasburger of the University of New Mexico School of Medicine is quoted as saying that one of the four factors that apply to school shooters he has treated is, “…They play violent video games (Albanese, 2015).” In this I feel that he perceives a link between video games and
Another case who was perpetrated by the influence of the media was, the mass shooting at the screening of the Batman movie in Colorado in July, 2012 with a result of twelve dead and fifty nine injured people, “James Eagan Holmes as he identifies himself as the JOKER all this has reignited debates in the psychiatric community about media violence and its effects on human behavior”. (Blair, J. 2014 p.39). Adam Lanza, 20 years young, shy, antisocial and a fan of ultra-violent video games, went to his mother's room on Friday morning and killed four bullets as she slept. Then he loaded a semiautomatic rifle, three pistols and several magazines, and went to primary school, where he killed 20 children six and seven years and six adults, before taking his own life when he was surrounded by police, at Sandy Hook Elementary School in Newtown, Connecticut, on December 14, 2012. During recent years, the video game industry has boomed, as video games of all kinds have become very popular among young people. Several recent studies suggest that playing violent video games leads to both short-term and long-term increases in aggression-related outcomes for game players, for example, Anderson and Dill (2000) found a correlation between violent video game play and several indices of aggression, including delinquency and self-reported aggressive
Removal of the violence in video games is also another possible solution for school shootings. The two teenage shooters involved in the 1999 Columbine High School shooting are said to have been involved with playing violent video games, which is stated in the article “Violent Video Games - ProCon.org.” People think that since there are violent acts in these video games, the children that play them will act out on them and try to recreate them. Researchers at the University of Missouri conducted a study to see how a group a people’s brains were affected by violent and nonviolent video games. After twenty-five minutes of playing these games the researchers showed the group of people different images.
In his article “Shooting in the Dark,” Benedict Carey argues that video games depict explicit or violent content stimulate aggressive behavior within gamers. He argues that video games like Mortal Kombat, Call of Duty, and Battlefield 3 increase aggressive urges and that exposure to these games leads to real-world hostilities. He mentions incidents like the young men who opened fire at Columbine High School and at the movie theater in Aurora, Colorado—video gamers who seemed to be acting out some “dark digital fantasy”—to uphold his position. He believes a dose of violent video games can cause people to act “more rudely” than they would otherwise. Although he describes how violent video games may stimulate aggressive or hostile behavior, Carey’s argument can be challenged because there are other factors that can influence individuals to act violent and hostile.
Psychology is the scientific study of how human think, how they feel about issues and their behaviour in this research we will learn the meaning of perspectives in Psychology, dwelling on the biological and behavioural approach, I will discuss the difference and commonalities between the two perspectives. WHAT’S PERSEPCTIVE IN PSYCHOLOGY In contemporary psychology perspective simply implies an approach that involves some assumptions about how people behave, how they function and the best way to define this seeming behaviours. There is no one way to approach this perspectives, one is not above the other, though for a long while the behavioural approach was holding the ace being assumed to be the only scientific one.
Corinne Kamrar fMRI 204566178 Whether or not neuroimaging, more specifically functional magnetic resonance imaging (fMRI), informs cognitive theories is investigated through two opposing views. Max Coltheart argues, cognitive neuroimaging lacks the ability to inform cognitive theory and therefore does not contribute to the study of cognition. In other words, cognitive theory informs neuroimaging and not the other way around, such that, neuroimaging informs cognitive theory. Contradicting Coltheart’s view on cognitive neuroimaging, Mara Mather, John Cacicppo, and Nancy Kanwisher agree that an abundance of knowledge can be obtained from fMRI’s and therefore influence cognitive theories.
Violent Video Games The culprit? While video games certainly have a decorated history of violence, they have been unfairly attributed for real life violence for way to long. Games with violent undertones have been in existence for nearly forty years. Attempts are continually made to focus on the violent effects that these video games supposedly have on players of all ages.
Violent video games have been blamed for everything from bullying to school shootings. Critics of these video games believe they cause people to commit violent acts in real life. These critics, mainly comprised of parents and other responsible adults, don’t agree with what the video games portray. Others say the video games cause less violence and are an outlet for anger and stress. Although violent video games have violent actions in them, teenagers should be able to play violent video games because there isn’t enough evidence to prove they make teens more aggressive, it could prevent violence, and violent video games are a fun and relaxing way to relieve stress and anger.
There are four main perspectives in psychology. These are known as; biological perspective, learning perspective, cognitive perspective, and sociocultural perspective. Each perspective aids in the understanding of human behavior. However, not one perspective can explain all of human behaviors. This is due to each perspective playing different roles in ones behavior.
What a great fun that I feel when I win a difficult video game, it is really exciting. It took me a very long period to forget the massage on the screen (GAME OVER ).But with the time I realized that Playing violent video games is no more likely to be damaging to young children’s behavior than those considered harmless, so that I choose some researches that can deal with case . More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Bad Effects of Violent Video Games: Most of the bad effects of video games because of their violence they contain. Thus children who play more violent and dangerous video games are more likely to have increased of aggressive thoughts, behavior, feelings and decreased in prosocial helping. The effect of violence video games in children is worsened by the games’ interactive nature. For the repeated cases of violence in video games, the child is in control of the violence and experiences in his own eye by killing, kicking, stabbing and shooting in games. Too much playing of violent video game will make the kid socially isolated.
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.
This course, KML 6013 Cognitive Science Foundations of Learning Sciences had gave me a chance to explore and learn the very fundamental mechanisms, principles and theories of cognitive sciences. There are twelve units in this course, and every unit has its significance and implications in learning sciences. I will do a short reflection on each of the unit and then will come to a conclusion on what I had learned along the semester. Introduction to Cognitive Science Foundations of Learning Sciences. Cognitive science is the interdisciplinary scientific study on how does the mind works.