ScienceDaily (Oct. 22, 2007) — Online video games with thousands of simultaneous players, such as “World of Warcraft,” have become hugely popular in the last two decades and are now a multibillion dollar industry with tremendous financial success. Joshua Smyth, associate professor of psychology in The College of Arts and Sciences at Syracuse University, recently conducted a randomized trial study of college students contrasting the effects of playing online socially interconnected video games with more traditional single-player or arcade-style games.
________________________________________
While both multiplayer and traditional single player video games present a double-edged sword, Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work) but also garner far greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in the acquisition of new friendships) than do single-player games.
“The most striking result of this study is that playing online multiplayer games had much greater positive and negative effects on people than playing traditional single-player video games,” says Smyth. “Students in the study who played online multiplayer games did so about three times as much as those playing single-player game types, averaging over 14 hours a week.”
In his study, Smyth randomly assigned 100 college student volunteers to play one of four types of video games: traditional, arcade-style games (such as those found in the local mall); console games like the Sony PlayStation; single player computer games; and fantasy-themed persistent online multiplayer games.
Computer networking—linking players from across the world together in a single game—has dramatically changed the nature of video game play from a solitary activity into a large, thriving social experience. Multiplayer online role-play gaming, one type of social gaming, can involve thousands of players in persistent virtual worlds.
All students taking part in the study reported decreased health and sleep and interference with real-life socializing and academic work. In contrast to these costs, participants experienced benefits, most notably by those taking part in online multiplayer game play. Online multiplayer gamers enjoyed their play far more than those assigned to more traditional game types, creating new friendships in their online environments.
“Video game play does interfere in some aspects of real-life — such as academic performance, health and social life — but game play can also foster strong feelings of virtual support and new friendships,” Smyth says.
The study is published in the October 2007 issue of the bimonthly peer-reviewed journal CyberPyschology & Behavior (Vol. 10, No. 5: 717–721).
A Reason Why Video Games Are Hard To Give Up
ScienceDaily (Dec. 28, 2006) — Kids and adults will stay glued to video games this holiday season because the fun of playing actually is rooted in fulfilling their basic psychological needs.
________________________________________
Psychologists at the University of Rochester, in collaboration with Immersyve, Inc., a virtual environment think tank, asked 1,000 gamers what motivates them to keep playing. The results published in the journal Motivation and Emotion this month suggest that people enjoy video games because they find them intrinsically satisfying.
"We think there's a deeper theory than the fun of playing," says Richard M. Ryan, a motivational psychologist at the University and lead investigator in the four new studies about gaming. Players reported feeling best when the games produced positive experiences and challenges that connected to what they know in the real world.
The research found that games can provide opportunities for achievement, freedom, and even a connection to other players. Those benefits trumped a shallow sense of fun, which doesn't keep players as interested.
"It's our contention that the psychological 'pull' of games is largely due to their capacity to engender feelings of autonomy, competence, and relatedness," says Ryan. The researchers believe that some video games not only motivate further play but "also can be experienced as enhancing psychological wellness, at least short-term," he says.
Ryan and coauthors Andrew Przybylski, a graduate student at the University of Rochester, and Scott Rigby, the president of Immersyve who earned a doctorate in psychology at Rochester, aimed to evaluate players' motivation in virtual environments. Study volunteers answered pre- and post-game questionnaires that were applied from a psychological measure based on Self-Determination Theory, a widely researched theory of motivation developed at the University of Rochester.
Rather than dissect the actual games, which other researchers have done, the Rochester team looked at the underlying motives and satisfactions that can spark players' interests and sustain them during play.
Revenues from video games—even before the latest Wii, PlayStation 3, and Xbox systems emerged—surpass the money made from Hollywood films annually. A range of demographic groups plays video games, and key to understanding their enjoyment is the motivational pull of the games.
Four groups of people were asked to play different games, including one group tackling "massively multiplayer online" games—MMO for short, which are considered the fastest growing segment of the computer gaming industry. MMOs are capable of supporting hundreds of thousands of players simultaneously. For those playing MMOs, the need for relatedness emerged "as an important satisfaction that promotes a sense of presence, game enjoyment, and an intention for future play," the researchers found.
Though different types of games and game environments were studied, Ryan points out that "not all video games are created equal" in their ability to satisfy basic psychological needs. "But those that do may be the best at keeping players coming back."
________________________________________
You May Also Find These Documents Helpful
-
Video games are a controversial topic because of people´s perspective and may cause discrepancies on how they impact gamers day-to-day, and the influence they have on their live styles. However, video games dramatically alter the lives of gamers in many different ways, such as increasing their levels of concentration, development of inductive reasoning and hypothesis testing and the tendency to execute in impetuous course.…
- 435 Words
- 2 Pages
Good Essays -
There are many negative effects of playing video games. However, the view of positive psychology is starting to be seen in video game research. Researchers have studied some of the many the positive effects, and the wide range of possible benefits, of playing video games (e.g., Allaire et al., 2013; Granic, Lobel, & Engels, 2014; Johnson, Jones, Scholes, & Carras, 2013; Khoo, 2012). They are out seeking to explore the various methods in researching the beneficial effects of playing video games, as well as the theories of mechanisms by which these effects may occur. They want to show how content and context are during interaction, and or moderate differentially effecting pro-social behavior to playing the video game.…
- 117 Words
- 1 Page
Good Essays -
The abolition movement achieved “dizzying heights” in many ways. According to The American Yawp textbook, in 1831, William Loyd Garrison established a newspaper called The Liberator that organized an interracial crusade dedicated to the emancipation and black citizenship. Then, in 1833, he works with the ten states to create the American Antislavery Society. Abolitionist then fought to save the other slaves and their nation’s soul. First, abolitionists find all the method that will help the social reform projects of the benevolent empire.…
- 1266 Words
- 6 Pages
Good Essays -
MMORPGs have become a huge entertainment phenomenon. These Massive Multiplayer Online Role Playing Games have become an everyday life for many humans around the nation. But are MMORPGs healthy? Many people may say that these online role playing games help make friends over the internet and others believe that the games may not. Some say the games take away ones ability to socialize with other humans on a day to day basis. “Gamers themselves may see MMORPGs as just any other community, but when we look closer, we find that there are underlying differences.” (Schofield 595). However, the gamers share common interests, but have less interests in individuals well being.…
- 1327 Words
- 6 Pages
Good Essays -
Carnagey, Nicholas L., Craig A. Anderson, and Brad J. Bushman. “The Effects of Video Games…
- 2312 Words
- 10 Pages
Best Essays -
Video games seem to be an essential part around my friends’ circle. Unfortunately, I have never been one of them, but since my brother is a huge fan of video games, I can say I grew up around a video games’ world. As I remember, my brother played video games in every minute and second. I believe you must wonder why I could insist not to play. The truth is I was too afraid to be addicted to those games. I knew I was like my brother. I have seen all the consequences being addicted to video games bring. So I never played the same games several times and this is how I controlled myself. Hence it is much easier for me to observe how people interact with video games and it can also satisfy my curiosity about why people are so addictive. Therefore, I asked two of my girlfriends and my brother to help me to conduct this research. I ask them to play Halo 4, which is a new game they have never played.…
- 1288 Words
- 6 Pages
Powerful Essays -
Much video game play is social. Almost 60 percent of frequent gamers play with friends. Thirty-three percent play with siblings and 25 percent play with spouses or parents. Even games designed for single players are often played socially, with one person giving advice to another holding a joystick. A growing number of games are designed for multiple players — for either cooperative play in the same space or online play with distributed players. Sociologist Talmadge Wright has logged many hours observing online communities interact with and react to violent video games, concluding that meta-gaming (conversation about game content) provides a context for thinking about…
- 503 Words
- 3 Pages
Good Essays -
Jane McGonigal’s “Games For Change Keynote” lecture is about how much of an influence games have on society and the impact it can bring. Her two main questions to answer during this lecture are “What can games change?” and “What do games change?” McGonigal presents a list of some people’s twitter responses to what games do for them. The first few responses refer to ones emotional state. People with initial negative emotions such as sadness and anxiety can play games and end up feeling much better. Another change she presents is “mental resilience”. This refers to a person’s mindset and how it is altered with games. It is possible for people’s confidence and performance levels to increase after some time playing games. The next thing McGonigal talks about is “social resilience”. How people socialize and interact with the people around them can change with game play as well. For example, many of the games in the present day are multiplayer and present an option to connect with players around the world. This creates socializing and interacting with other online players who may even be real life friends. Before she talks about the science and data behind her lecture she gives us a list of how we can measure these changes when playing games. The list includes analyzing emotional, mental, neurological, social, self-efficacy, and engagement levels. In more general terms, McGonigal believes that “games can change your life.”…
- 600 Words
- 2 Pages
Good Essays -
Arranging a Marriage in India gives us an insight on how delicate and important it is when in the process of such tradition. Now when reading the story written by Serena Nanda. We may have a perspective that has not been deterred until after. Such as I have been. I came in mind, assuming,"This will be a story of a beautiful young woman and a more than a privileged man would refuse to be united in marriage. No such thing occurred. Arranging a marriage is a tradition and is well awaited for.…
- 438 Words
- 2 Pages
Good Essays -
Psychologists and neuroscientists conducting well-designed studies are beginning to shed light on the actual effects of video games. These studies show a clear trend: Games have many consequences in the brain, and most are not obvious—they happen at a level that overt behaviors do not immediately reflect. Because the effects are subtle, many people think video games are simply benign entertainment.…
- 3222 Words
- 13 Pages
Powerful Essays -
In the past few decades, computer and console gaming have proven to be more than just a fad. A recent national survey, conducted by the Pew Internet & American Life Project, discovered that “97% of teens ages 12-17 play computer, web, portable, or console games.” Video games have become one of the most popular sources of entertainment for…
- 3631 Words
- 15 Pages
Best Essays -
Massively Multiplayer Online Role Playing Games (MMORPGs) have been called “heroinware” because they are “simultaneously competitive and highly social” (Allison, Wahlde, Shockley, & Gabbard, 2006, p. 383).…
- 604 Words
- 3 Pages
Good Essays -
According to document D, games are used as educational tools in school. Pilots, surgeons, and soldiers also use games to educate themselves and assist them in becoming more successful in their professions (D). There are many games out there that require you to develop strategies, make hypotheses, and solve problems (D).The games also teach gamers how to juggle…
- 624 Words
- 3 Pages
Good Essays -
Video games are becoming a common modern element in today 's society, and while their popularity grows, so does the need to research their psychological effects on the player. Unfortunately, researchers generally focus on the negative effects such as increased aggression, and because of that it can be easy to forget that video games are actually quite beneficial, "First, the overwhelming majority of players describe game play as a positive emotional experience" (Oswald, Prorock, and Murphy 10). Since video games receive such negative stigma from the media, there has been the most research done on the frustration-aggression theory. This theory says that once an individual becomes frustrated, aggression is inevitable (Breuer, Scharkow, and Quandt 3). Research on this matter has shown that this is not always the case due to the fact that frustration, associated with losing, is a common element of a video game. This means that a player more or less just becomes used to this "frustration." In fact Video games provide boosts in emotional and social health. Video games also provide educational benefits such as increased skills in math, science, cooperation, and decision making. Middle-aged and older adults are also turning to casual video games as a way of keeping their brains in the best shape. Americans shouldn 't be so quick to deem video games as nothing but violence causing and time consuming. Instead of causing violent outbreaks, video games give Americans a boost in many different mental areas.…
- 1857 Words
- 6 Pages
Better Essays -
Super Mario Brothers, Sonic the Hedgehog, and Street Fighter are familiar names to nearly all of us. They are all best selling games of major video game consoles. Over 9.8 billion dollars were spent on video games in the United States during 2001 alone, and video game consoles are present in 36 million homes in the United States (1). With the increasing amount of time that people are spending on video games, one is left to wonder what effects video games have on the people who play them.…
- 2148 Words
- 9 Pages
Better Essays