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Effects of computer games on the audience

Computer games are a large influence on todays people. I have researched different articles from
magazines and newspapers about the way people acknowledge the information and react to the
game in their everyday lives.
An article from Marc Prensky explains that Todays learners have changed in some fundamentally
important way. This article then goes on to explain that people are more intelligent and learn a lot
more from video games. It helps with their fast reactions to movement, and their knowledge on the
specific tools such as cars, shooting and maturity. The second premise is that computer games can
provide a new way to motivate todays students to learn. This quote means that with the
technology fastly changing, the way students learn also grows with this. Students are using modern
technology and specifically video games to learn. Games have different learning stradegys such as
what to do in certain situations, or how to use correct grammor and body language.
http://www.itu.dk/people/jrbe/DMOK/Artikler/Computer%20games%20and%20learning%202006.p
df
Although there were no differences between males and females in who played computer games, it
was established that males were found to play significantly more regularly than females. This
passage is from a book, Journal of Community & Applied Social Psychology Volume 5, Issue 3, pages
189193, August 1995. This book explains information on the audience about the games on who
plays what and how much they play. It was estimated that students between the ages of 16 18
play almost 30 hours a week. This is a negative impact on people as it is unhealthy for the body. It
also shows that it is a larger percentage of men that play the games rather than women.
http://onlinelibrary.wiley.com/doi/10.1002/casp.2450050307/abstract
It is concluded that no significant relationship between violent video game exposure and school
shooting incidents has been demonstrated From another book on Psychology and Offender Profiling
this quote is telling us that violence is not proven to be caused from video games. There is a moral
panic of people, specifically teenagers, having bad reactions on themselves when playing violent
games. This is all caused by the media and so a hypodermic needle is tied into the news audience.
Mainly parents threat that their children shouldnt play violent games with foul language as it
teaches them its good. This is all an understanding from research created. There is no specific proof
though that this is true, it is just people believing it as it is realistic information feeding the parents.
Based on this, I dont think that people are this passive any more as we all have a say in everything
and believe more in what we personally agree with. The quote was from in 2005 and in those 9
years, a lot has changed. It also depend on how people are bought up and what games you
personally play. http://onlinelibrary.wiley.com/doi/10.1002/jip.76/abstract
There is a game called GTA that is given off as a violent, bad langue 18+ game. It is played mainly
from people of the age 16+ as mainly older siblings let them play it. The copycat theory is implied
with this game as stealing, drugs and rape has all increased rapidly in the last few years. This is a bad
influenced game in many ways to an extent. This is because people have also, from playing this
game, have a wider understanding of how to help people in the same situations of violence. The
game is a learning strategy in both positive and negative ways. Desensitization is then linked in as
people see crime more, and so arent as shocked when bad things happen to them or others around.
Your reaction to stealing for instance isnt as shocking as it would have been 10 years ago when
video games werent created.

I personally think that many audience theories are linked in with this topic and so I will create a
primary researched questionnaire for the class on how video games personally affect them in terms
of their language, life and personality. This will help me support the audience theories and see what
are more common and what arent as effective when playing these games, specifically violent genre
video games. I will then work out the difference between boys and girls, age and what they get from
playing the games such as if its for entertainment, learning or escapism.

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