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The Influence of Videogames on Youth

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The Influence of Videogames on Youth
The Influence of Videogames on Youth

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The Influence of Video Games on Youth: Implications for Learning in the New Millennium Karen E. Dill Lenoir-Rhyne College

The Influence of Videogames on Youth The Influence of Video Games on Youth: Implications for Learning in the New Millennium Like any medium, videogames are a channel of communication whose effects

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vary widely with the content of the specific game in question. Experimental, longitudinal and meta-analytic data indicate that playing violent video games increases aggression, hostility, and aggressive thoughts (Anderson, Buckley, & Gentile, 2007; Anderson & Bushman, 2001; Anderson, Carnagey, Flanagan, Benjamin, Eubanks & Valentine, 2004; Anderson & Dill, 2000). Games with positive content show positive effects. For example, playing a dancing video game can help children lose weight (Konami’s Dance Dance Revolution, 2007; O’Hannon, 2007; Epstein, Beecher, Graf & Roemmich, 2007). Video Games, Motivation, and Addiction Television is still the most popular form of media with youth (Roberts & Foehr, 2004). Although educational videos have been used for decades in the classroom, there are reasons to believe that interactive media are more powerful teachers on several levels. B. F. Skinner discovered many of the principles of a powerful learning paradigm called Operant Conditioning. The very nature of interactive media means they provide an excellent model for learning (Dill & Dill, 1998). Specifically, video games use mostly positive reinforcement on a schedule that is known to reinforce habit strength (Braun & Giroux, 1989; Dill & Dill, 1998). The Energization Theory of motivation and emotion (e.g., Brehm, Wright, Solomon, Silka, & Greenberg, 1983) predicts effort and energy mobilization to be greatest for a difficult, but possible task where success is rewarded. Videogames are an excellent example of what this theory of motivation predicts to be the most highly motivating tasks (Dill & Dill, 1998).



References: Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, L. R., Johnson, J. D., Linz, D, Malamuth, N. M., & Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4(3), 81-110. Anderson, C.A., & Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A metaanalytic review of the scientific literature. Psychological Science, 12, 353–359. Anderson, C.A., & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790. Burgess, M.C.R., Stermer, S.P. & Burgess, S.R. (in press). Sex, lies, and video games: The portrayal of male and female characters on video game covers. Sex Roles Burgess, M., Stermer, P., Burgess, S., Brown, B. P., Dill, K. E, & Collins, M.A. (2007). Race and sex in video games: Descriptive and experimental research, Manuscript in preparation. Bushman, B.J., & Anderson, C.A. (2001). Media violence and the American public: Scientific facts versus media misinformation. American Psychologist, 56, 477– 489. Braun, C. & Giroux, J. (1989). Arcade video games: Proxemic, cognitive and content analyses. Journal of Leisure Research, 21, 92-105. Brenick, A., Henning, A., Killen, M., O’Connor, A., & Collins, M. (2007). Social reasoning about stereotypic images in video games: Unfair, legitimate, or “just entertainment”? Youth and Society, 38, 395-419. Carnagey, N. L., & Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition and behavior. Psychological Science, 16, 882-889. Dill, K. E., & Dill, J. C. Video game violence: A review of the empirical literature, Aggressive and Violent Behavior, 3, 407-428. Dill, K.E., Gentile, D.A., Richter, W.A., & Dill, J.C. (2005). Violence, sex, race and age in popular video games: A content analysis. In E. Cole & J. Henderson Daniel The Influence of Videogames on Youth 7 (Eds.), Featuring females: Feminist analyses of the media. Washington, DC: American Psychological Association. Dill, K. E., & Thill, K. P. (in press) Video game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles Dill, K. E., Brown, B. P., & Collins, M. A. (2007). Effects of Media Stereotypes on Sexual Harassment Judgments and Rape Supportive Attitudes: Popular Video Game Characters, Gender, Violence and Power. Manuscript in Preparation. Epstein, L. H, Beecher, M. D., Graf, J. L., & Roemmich, J. L. (2007). Choice of interactive dance and bicycle games in overweight and non-overweight youth, Annals of Behavioral Medicine, 33(2), 124-131. Funk, J. B. (1993). Video games: Benign or malignant? Developmental and Behavioral Pediatrics, 13, 53-54. Funk, J. B., & Buchman, D. D. (1996). Playing violent computer games and adolescent self concept, Journal of Communication, 46, 19-32. Gentile, D. A., & Gentile, J. R. (in press) Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence. Koepp, M. J. Gunn, R. N., Lawrence A. D. Cunningham, V. J. Dagher, A. Jones, T et al. (1998). Evidence for striatal dopamine release during a video game, Nature, 393, 266-268. Konami’s Dance Dance Revolution provides health benefits to children of West Virginia (2007, February 1). West Virginia University Today, Retreived July 23, 2007 from http://wvutoday.wvu.edu/news/page/5213/ Lachlan, K.A., Smith, S.L. & Tamborini, R. (2005). Models for aggressive behavior: The attributes of violent characters in popular video games, Communication Studies, 56, 313-329. O’Hannon, C. (2007) Eat breakfast, drink milk, play Xbox, T H E Journal, 34. Suler, J. (2004). Computer and cyberspace addiction. International Journal of Applied Psychoanalytic Studies, 1, 359-362. Walsh, DA. (2004). Why Do They Act That Way? A Survival Guide to the Adolescent Brain for You and Your Teen. New York: Free Press. Walsh, D. A. (2006, June) Violent and Explicit Video Games: Informing Parents and Protecting Children, Testimony given before the US House of Representatives Subcommittee on Commerce, Trade, and Consumer Protection

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