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6 pages/≈3300 words
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APA
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Psychology
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Coursework
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English (U.S.)
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Topic:

How do video and computer games affect close relationships? (Coursework Sample)

Instructions:
debate concerning the negative and positive influences of gaming continues. Some propose that engaging in games after school or work is harmless fun. Others argue that gaming interferes with social relationships, the capability to fully integrate within society and work and academic performance. Online gaming may be regarded both as a way of social segregation and social contact source..
Content:
Running head: PSYCHOLOGY How do video and computer games affect close relationships? Name: University: Course: Tutor: Date: How do video and computer games affect close relationships? The debate concerning the negative and positive influences of gaming continues. Some propose that engaging in games after school or work is harmless fun. Others argue that gaming interferes with social relationships, the capability to fully integrate within society and work and academic performance. Online gaming may be regarded both as a way of social segregation and social contact (Lea, Larose, 2007, 562). Despite the fact that video game enthusiasts and online game addicts forge online relationships, such social bonds jeopardize physical interpersonal expertise as well as capabilities of socializing in the actual world. According to Dew & Chaney (2004), “A 2009 study involving 813 British college scholars established that the duration of time spent enjoying games is directly proportional with deteriorating relationship quality with parents and peers” (p.277). This could be due to self-isolation of youthful adults to engage in such video entertainment or owing to seeking of fresh methods of spending time by persons with relationship problems. Numerous gamers have confessed that owing to the quality of not having proper relationship skills, they revert to online contacts to compensate for whatever camaraderie they miss in real life. The study found that the quality of relationships is modestly related to video entertainment and that all issues related to such games proved negative. This is owing to the great number of objects to obtain and campaigns to conquer existent in the online existence (Cho, Cheon, 2005, p.531). However, it is apparent that real life events and troubles require real life physical contacts to solve. Such friendship and assistance cannot be obtained from virtual contacts via online games. Reports abound regarding too much video gaming taking precedence over important life tasks. For instance: some mother ignoring their baby’s weeping owing to gaming; university students failing thanks to excessive gaming and uncontrollable gaming leading to divorce among married couples. In a study carried out by Kayany and Yalsma (2000), they established that “extreme and uncontrolled computer usage can bring in harmful consequences on children physically, psychologically and socially. Children require physical exercises, social engagement, and adult guidance and love so as to develop into happy, productive and healthy persons”(p.473). Excessive onscreen time may deny children time to undertake organized sport activities as well as other social functions important for development. Extreme computer gaming could affect the social development of children. At seven years, the interaction of a child with peers, family, media and social networks has some crucial function in social capability and interpersonal ability development. Currently computers have been incorporated in such a mix. Therefore concerns regarding kids who forge electronic bonds as opposed to human companionships being impaired regarding developing interpersonal capabilities have been raised. These anxieties are amplified owing to existing reports to the effect that twenty percent of 8-16 year olds own computers (Grifitha, 2001, p.424). Eleven percent of this group has home internet connection. This indicates that a substantial proportion of kids could utilize computers in seclusion. Some studies have revealed adverse social impacts of computer usage. Fro instance, a study involving 93 household established that in the initial year of internet availability teenagers who used up excessive time while online exhibited more reduction as regards social contribution and more depression and loneliness. Within school environments, concerns regarding the possibility of computers substituting child-teacher and child-child relationships have been advanced. Since it was illustrated that close to 75% of male college students engaged in video games frequently as compared to a mere 17% of female colleagues who engaged in gaming in excess of one time per month, it is possible the video games interfere with passionate relationships (Lee, Larose, 2007, p.566). Such gender disparity likely antagonizes persons as regards pursuing high marks as opposed to enjoying life with wives of girlfriends. Statistical scrutiny also revealed that increased engagement in video entertainment is related to engagement in dangerous behavior like drug misuse and drinking. Youths who engaged in video entertainment on a daily basis also smoked bhang approximately doubling infrequent players. According to Cho and Cheon (2005), “young females exhibited low self-esteem if the excessively engaged in video entertainment. Children engaging in violent video entertainment exhibit higher likelihood for social isolation and substandard interpersonal relationships”(p.533). Violent entertainment may arouse real-life aggression. The amounts of aggression exhibited in computer and video games is obviously apparent. Seventy nine percent of children in America engage in video and computer games regularly. Children aged from seven to seventeen spent 8 hours on the average engaged in such entertainment. Research has revealed that excessive engagement in such activities may cause: heightened antisocial mannerisms plus aggression; desensitization to violence and reduced empathy to other persons; heightened fear levels because of viewing the world as being violent; increased tolerance and violence threshold levels causing a longing for experiencing extra violence both in aggressive and actual life; and recognition of aggression as a conflict resolution method (Calish, 2001, p.331). In yet another study, Detenmer and Simons (1998), “engaging in video games could heighten violent behavior since violent scenes are played repeatedly during gaming. Such games also urge individuals to empathize with and imitate favorite characters”(p.454). Such a concept is known as ’first person’ video game because players make resolutions influencing the character they are role playing. After a brief duration, players could mechanically prime violent thoughts. It was concluded that individuals with previous aggressive video game experiences reacted with more violence when faced with confrontations. Violence is especially exhibited through video games since players aggressively undertake killing, raping and maiming victims with a view to scoring high or winning. Contact with aggressive games heightens physiological stimulation. Research undertakings aimed at determining physiological reactions when engaging in aggressive video games have indicated that aggressive games heighten physiological stimulation. Diastolic and Systolic blood force as well as heart beat heighten when undertaking aggressive games. Such physiological reactions are significant since they parallel what happens when fighting (Calish, 2001, p.335). The relationship to trait aggression is vital since it indicates that violent game influences could be more for kids already predisposed to violent behavior. Addicts of video games display numerous symptoms including: inability to control self as regards engaging in such games; lying to ones close friends; reduced attention towards physical cleanliness; reduce attention towards friends and family and disturbed sleep cycles. Withdrawal can produce severe symptoms for instance shaking. According to Grifitha (2001), “addictions may prove harmful and dangerous to addicts as well as those close to them. Additionally, engaging in aggressive video games could be linked to inclinations to exhibiting more violent behavior”(p.427). Gross and Irwin have reveled through research undertakings that more violence was exhibited by kids who engaged in aggressive video games as opposed to counterparts who engaged in non-aggressive games. Likewise, Tan and Calvert have determined that college scholars who engaged in aggressive video games exhibited increased aggression in their thoughts following such games as opposed to scholars who engaged in non-aggressive games. A particular for of addiction is referred to as Massively Multiplier Addiction (MMA). The most severe instance of MMA was reported when a kid died from neglect owing to the parents’ inattentiveness. MMA exhibits behavioral compulsions similar to those found in sex or gambling (Cho, Cheon, 2005, p.536). Victims exhibit the behavior similar to that of seeking drugs, getting elated upon administering, displaying withdrawal symptoms when deprived of such and abandoning other activities that interfere with this compulsion. Such behavior could need therapy through behavioral adjustment and rehabilitation. Despite the fact that a number of researchers suggest that video games encourage aggressive behavior for adults and children, numerous researchers also claim that video games eliminate persons’ desire to be aggressive therefore reducing the violence levels to be exhibited by individuals. Additional harmful video game effects include denying children adequate homework or studies time and reduced social competence (Lee, Larose, 2007, p.567). This is because conversations held by video gamers usually comprise of empty comments such as “ooh…”, “duh” and “ha-ha”. Usually such conversation merely regenerates into tirades of swearing and cursing. Substance dependence psychological patterns as well as additional maladaptive mannerisms may also be related with video games. Persons engaged in video games experience emotional highs, referred to as adrenaline rushes, owing to gaming maneuvers. The persons then engage in such games more to pushes up psychological and physical limits with a view to feeling such emotional highs. Ultimately, they again attain levels that initiate adrenaline production. Such pat...
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