video game lecture in class
i'm taking psychology of play right now, and the other night, we had a lecture on video games. my professor went through the history, who plays video games, and the good and bad sides of video games. it was a pretty good lecture. people even brought in a ps2 and an xbox to demonstrate some of the games. there was a ddr battle right in the middle of class. however, people went off (especially the girls) when grand theft auto 3 was put on. here are my notes, which include some studies, if you guys are interested.
Play in Childhood Date: 5-7-2K2
Video Games
I. Video Games as cultural artifacts
A. Symbol systems embodied by cultural artifacts.
B. 3 modes of representation…
1) Enactive - Pointing
2) Iconic – Image directly corresponds to the thing it is
representing
3) Symbolic – Arbitrary signs being connected to symbols (e.g.,
words)
C. Video games --> iconic mode?
D. Yes, but symbolic, too!
II. History of video games
A. 1st video game – 1958 (W. Higinbotham)
B. Spacewar – 1962
C. Pong – 1972
D. Variety of game types since then
E. Variety of platforms
III. Who plays video games?
A. Gender Differences
1) Boys = violent games, sports
2) Girls = educational games, spatial relations
B. Age & gender differences in 1997 (Wright et al., 2001)
1) Data from time-use diaries
2) 5 types of games
- Educational
- Sports
- Sensory motor (fighting, action, racing)
- Strategy (rpgs, strategy)
- Unknown
3) Boys played more than girls except at 0-2 years
4) Number of children playing video games increased with age
a. Educational --> 0-5 year olds
b. Sports --> 9-12 year olds
IV. The good side to video games
A. Does playing video games facilitate spatial cognition skills?
(Subrahmanyam & Greenfield, 1994)
1) 5th graders in one of 2 conditions…
a. Video game --> Marble Madness
b. Word game --> Conjecture
2) Spatial skills test before and after game playing
3) Boys > girls on pre-test
4) Kids in both conditions did about the same in general on the
pre-test
5) Video game group did better on post-test
6) Poor pre-testers benefited most from video game condition
B. Does playing video games facilitate dividing visual attention?
(Greenfield et al., 1994)
1) Male undergrads played “robot battle”
2) Novice and expert groups
3) Attention task
4) Experts better at dividing visual attention
V. The bad side to video games
A. Psychodynamic approach to video game addiction (Klein, 1984)
B. Are violent video games related to real aggression? (Anderson &
Dill, 2000)
1) 1st study – Correlational
a. Undergrads asked about delinquency, aggression,
irritability, world-view
b. Asked about video game use
c. Time spent on video games related to poor academic
achievement
d. Violent video games linked to aggression and delinquency
e. Limitation - Correlation does not equal causation.
2) 2nd study – experimental
a. Played violent (Wolfenstein 3d) or non-violent game (Myst)
b. Reaction time game with unseen opponent and loud noises
c. Violent game participation --> more aggressive
d. Limitation - Short term effects.
Looks like Barzun is right... from dawn to decadence indeed
Wow. Here I was thinking that this forum was a rare sanctuary for intelligent gamers.
What a great idea, let's just kill academia, and destroy what's left of an intellectual climate in our culture. The later Romans and Byzantines did the same thing, shutting down classical schools of learning and gradually restricting philosophy to theological scholasticism. Look where it got them! Course you wouldn't know that without a goddamn education.