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.
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790.
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.