Studies have shown that when our attitudes and actions do not align, we experience something called cognitive dissonance (Milgram). This causes tension in our minds. In order to make up for this tension, we adjust our psychological tendencies to match our actions. This means that should a teenager spend the majority of their time alone, their social preference will become isolation, and the teen becomes introverted in nature. This sort of social queue prompted by media is referred to as a social script, and when one is confronted by a social script, he or she acts out in the way portrayed to them in everyday life or a comfortable situation (Milgram). For example, if a child who spends the majority of his time immured in his room, and that is the situation he is most comfortable in, then should that child be placed in an awkward social situation, they will act in an introverted manner. This reaction is considered a coping mechanism and is extremely common amongst teens who spend mass amounts of time gaming. The general consensus on video games is that, to some extent, they breed introversion. In many cases, “Adolescents view the world as hostile when they get into arguments and receive bad grades after playing such games,” and these events cause children to become introverted and video-game incentivized solely because they are less likely to fail in a virtual world. Overall, cognitive dissonance, social scripts, and fear of failure all spawn from a young person’s innate need to play unhealthy amounts of video
Studies have shown that when our attitudes and actions do not align, we experience something called cognitive dissonance (Milgram). This causes tension in our minds. In order to make up for this tension, we adjust our psychological tendencies to match our actions. This means that should a teenager spend the majority of their time alone, their social preference will become isolation, and the teen becomes introverted in nature. This sort of social queue prompted by media is referred to as a social script, and when one is confronted by a social script, he or she acts out in the way portrayed to them in everyday life or a comfortable situation (Milgram). For example, if a child who spends the majority of his time immured in his room, and that is the situation he is most comfortable in, then should that child be placed in an awkward social situation, they will act in an introverted manner. This reaction is considered a coping mechanism and is extremely common amongst teens who spend mass amounts of time gaming. The general consensus on video games is that, to some extent, they breed introversion. In many cases, “Adolescents view the world as hostile when they get into arguments and receive bad grades after playing such games,” and these events cause children to become introverted and video-game incentivized solely because they are less likely to fail in a virtual world. Overall, cognitive dissonance, social scripts, and fear of failure all spawn from a young person’s innate need to play unhealthy amounts of video