Sunday 15 November 2009

Just playing? -the ethics...Book

"Media Violence". David M, Susan Musser and Book Editors.Greenhaven Press.

(1)"Video game and computer networks have assumed central roles in our daily lives. For better or for worse, the mass medis are having an enormous impact on our values, belief, and behaviours." P.24

(2)"we define media violence as visual portrayals of acts of physical aggression by one human against another." P.26

(3)"In recent years, evidence has accumulated that human and primate young have an innate tendency to imitate whomever they observe....As children observe violent behaviour, they are prone to imitate it."P.28-29

(4)"video game affect emotions. Through classical conditioning, fear, anger, or genernal arousal can become linked with specifid stimuli after only a few expoures. These emotions influence behavior in social setting away from the media source through stimulus generalization. A child may then react with inappropriate anger or fear in a novel situation ..." P.29

(5)"Violent video games typically reward aggression and teach players that violence is an acceptable form of problem solving. After long-term exposure to violence game, this message is ingrained in players and can lead to lasting negativeeffects." P.49

(6)" With each exposure, the child's perception of the world is shifted to include violence as a common and acceptable occurence. The child's behaviors evolve to correspond with this perception and can follow "behavioral scripts" established through experiencing violent media." P.53

(7)" the bystander effect describes how violent media desensitizes its users to the real-life violence making them generally less caring and sympathetic to victim of violence and less likely to intervene when they witness violence. finally, the appetite effect demonstrates that using violent media often increases children's desire to see more violence."P.54

(8)"When children play violent games,... their heart rates increase and their blood pressurerises. they begin to think agressively and to solve problems with violence. In this heightened and primed state, children are more likely to perceive other people's behavior as aggressive and they are more likely to respond agressively."P.54

(9)" Game are also complex problem-solveing systems that develop logical thinking, decision making, and encourage a scientific approach to the unknow."P.65

(10)"Video game have a powerful potential for learning and training . As well, there is a growing body of practise, products andresearch to support the notion that games are a valuable addition to the set of tools teachers are using in formal education."P.65

(11)"game draw the core academic disciplines of reading, math, and social studies while also encouraging teamwork, initiative, creativity, problem solving and leadership."P.66

e.g. Railroad Tycoon (Firaxis Game)
Muzzy Lane's Making History

(12)"the game encourage students to use core academic skills in the pursuit of solving complex problem. Thinking deeply, not flicking buttions."P.68

(13) "in Quest Atlantis, player focus on environmental issues ..." P.69

No comments:

Post a Comment