Video Games Vs. Video Game

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Through the years gaming consoles and video game graphics have evolved, including the violence depicted in these games. Modern day video games are divided by genres of role-playing, first person shooter or sandbox games that involve their various types of violence. Often these video games make people feel that they are not in reality. Somehow the game they are playing immerse them into their virtual reality. Sometimes when a person is too immersed in a game, they may take it seriously and begin to get frustrated that may lead them to become aggressive verbally and physically. Due to their aggressiveness they might throw the controller at the television, flip a table or yell offensive words on the gaming microphone, because they didn’t get the mission right. Arguably, the media do put a lot of effort to make consumers buy these violent videogames for example the creators make Hollywood style trailers that will hype teenage boys and girls to buy these video games due to its realistic nature. According to Happ, Melzer and Steffgan (2013) they say that violence does make video games appealing, but when these violent video games identify with the gamers it will lead to lack of empathy. When a gamer identifies themselves with an evil character in a game, it can also cause immersion because the person might feel that if the evil character can be powerful and defeat the weaker then the person would feel the same way, which may lead to different types of aggression. In many psychological research, the controversial topic of the correlation between video games and aggression is very common among scholars and general people in which they only focus on the cognitive aspects of aggression, but few researchers have done an experimental resea... ... middle of paper ... ...net Tatooine! Many psychologists have been studying this type of immersion for years. The actual term for this immersion is called, spatial presence or can be called presence for short. According to Madigan (2016) he states, “Spatial presence is the psychological state brought on when you forget that the world you’re experiencing is created by technology”. In three studies conducted by Wissmath and Weibal (2011) they measured immersion and flow by experimenting various students between the ages of 20 and 23 by making them play different types of computer games. They had them play a cd rom in the first study which had a full on story to it, while the second and third study were flash based games that were just quick and go type of games. The research concluded that there was a positive correlation for the games used in the study when it comes with immersion and flow.

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