An analysis of Operant Conditioning and its Relationship with Video Game Addiction
A report published by the Entertainment Software Association revealed that in 2015, 155 million Americans play video games with an average of two gamers in each game-playing household (Entertainment Software Association, “Essential Facts about the Computer and Video Game Industry”). With this massive popularity that has come alongside video games in mind, the question is raised: how are video games affecting today's people? With the current way video games are structured, the game rewards players for achieving certain accomplishments e.g. competitive video games reward players who achieve victories with a higher ranking. With this in mind, some gamers may place more emphasis on their gaming achievements rather than their happiness or success in the real life. This in turn might cause a gamer to become addicted; however, a distinction must be set between video game addiction and operant conditioning. Operant conditioning towards a gamer can be one of the factors contributing towards video game addiction; they are not the same thing. Before one talks about video games, they must first know what a game is. Games are “closed,formal systems that engages players in structured conflict and resolves its uncertainty in an unequal outcome” (Fullerton,47). Games are closed in the fact that once engaged in the game, the player sets asides their rules for their daily life and accepts the rules of
Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them.
Video games have become a massive icon that has spanned decades, technology and even cultural boundaries. Whether you play on a computer, tablet, phone, or console: at some point in your life, video games have been a part of what you do. Strike up a conversation about games and you can make lasting friendships or bitter enemies. Even if they might not know the specific game, everyone knows what the genre is, and because of this, video games have taken their lasting place in our pop
The videogame addiction may seem funny or ridiculous, but in reality it is a dangerous obsession that truly exposes several needs that have yet to be addressed within the afflicted. Addiction is a damaging problem, and the impact of varying sorts of addictions, such as illegal and
Video games have been around since 1950s and have gone a long way from what they are today. They are in no doubt a big part of our society and with doing so they have been criticized by many. Video games come in different categories which include: action, racing, adventure, role-playing, simulation, strategy, and sports. The purpose of these games can be casual, serious, art, Christian, and educational. You can play these games on different types of platforms as well to make it the gamers preference. In today’s society, it is common for one to play video games. Some people play causally and some play professional to make money. Even though, video games are now mainstream, they are still being stigmatized and it has been like that since the creation of them. Some people see video games as a waste of time and that they are unproductive, but after being studied thoroughly by researchers that is not true; video games are known to have benefits. It can help children with development and it can help adults perform better at their job. It can also help people with different disorders. Video games should not be stigmatized because of the advantages ranging from cognitive to social benefits for children, people with disabilities, and adults.
In today’s culture, people who regularly play video games have been stereotypically viewed as overweight, lazy, slobs, who can’t keep a job and never leave their homes. However, a majority of the population plays video games or owns a console. These stereotypes mostly apply to PC gamers, and MMO players in particular. While most people don’t develop such severe addictions to the game, there is a group of people who suffer. These people are usually imagined as overweight men in their parent’s basements, sporting acne and greasy hair. There are most definitely people that fit this profile, however, video game addiction can claim many different people from many different walks of life. It is most definitely a serious issue, but some people don’t see the degree to which it affects everyday life. Personally, I feel that I can elaborate on the matter with a different perspective, as I have been closeup and personal to video game addiction.
“In today’s society computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not. They are bringing us together in ways that reality is not. And unless something dramatic happens to reverse the resulting exodus, we are fast on
Though gaming has its drawbacks, it also has many benefits to cover them. If controlled, gaming is extremely useful and with the amount of gamers in the world today, it proves that it is not just for children or for teenagers. There are millions of adult gamers that understand the importance of gaming in the under the existing circumstances of the world. Individuals that have studied gamers believe that gaming in today’s
Tom Bissell presents an article in 2010, to college students of which is “Why Video Games Matter.” Bissell isn’t intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity.
The game seeks to trick us for a time into abandoning what is real (home) and focus on what is inside our monitors and T.V.s. Baudrillard spoke on the process of a simulated reality in a multi-step process. “In the first case, the image is a good appearance – representation is of the sacramental order.” This can be related to the early days of video games when they used cathode ray tubes to project pixelated images onto a curved glass scene. Video games where very new, and exciting. “In the second, it is an evil appearance – it is of the order of maleficence. This can be related to games starting about 15 years ago till today. Video games were and still are thought to be a source of violence in people. Many view them as a waste of time and that they detriment a person. Though this mentality is starting to fade as we shift towards the third order “In the third, it plays at being an appearance – it is of the order of sorcery”. Technology is starting to advance to the point that anyone without training in the field cannot understand what is going on. As myths about video games negative appearance are being debunked or confirmed their negative aspects are getting swallowed up by the more exciting advancements in the fields. “In the fourth, it is no longer of the order of appearances but of simulation.” At this level the video game stops being a game, and starts to become a part of everyday life (home). For as much as some may dedicate their whole lives to games, in the
Due to this “possibility space,” people can not only imagine different scenarios, but they can be involved in and create them. Gamers expand their people skills learning “creativity, community, self-esteem, and problem-solving” because they are able to “create and interact with elaborately simulated worlds, characters, and story lines.” Thus, video games have become a vehicle for self-expression. Moreover, in the near future, these games will adjust themselves in accord with who the players are and what they like. “And more than ever, games will be visible, external amplification of the human imagination” (279-283).
Video games; a pastime for many people across the world, a form of entertainment, and, of course, a way to destress yourself from the outside world. Video games have been around since October 18, 1958 and have been evolving rapidly through the years. “ More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play “Tennis for Two,” an electronic tennis game that is unquestionably a forerunner of the modern video game” (“The First Video Game” 1). Since then, you can play video games at a local arcade or buy a copy of a game you like at a store like Gamestop! There are several companies and millions of titles of games to play from and, definitely, a wide variety of platforms to play on. Video games have a plethora of genres and types of games to play. For example, one could embark on a new journey in a role-playing game like Fallout 3 to playing an american football game in the Madden series. The options do not just end right there! Since video games are advancing so if there content! Specifically, in their action and shooter genre. In a modern action/ shooting games, one can see the blood and even characters get their head blown off. Some video game titles have mass murder scenes and even sexual themes. “As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot” (“Video Game
To better understand this first one must understand what video Games are. Video games differ from other media (books, movies, television etc.) by the fact that video games are designed to keep people engaged. A person cannot passively surrender from a games storyline. The games were designed for the player to engage with their system and for the system to engage with the
Many people have differing views on the topic of video games. While some individuals view gaming as positive, others view it in a negative light. Electronic games should not control a person’s life. Instead, individuals should prioritize and focus on objectives that matter in life. Spending time with family, friends, and studying, have countless benefits that gaming cannot provide in a person’s
CNN, Samantha Bresnahan and Will Worley in their article, “When Video Games Become an Addiction”, argue about how and why video games become an addiction. They support their claim by first talking about video game addiction in the US, then about who mostly get addicted and in what age it is more popular, and finally why video games are addictive. Bresnahan’s purpose is to explain video game addiction in order to find a solution for it. They establish a hopeful tone for the readers.
Many young children and teenagers have heard their mother’s incessant plead to get away from the screen and to go outside or pick up a book for once instead. The urge to play “just one more level” before starting that homework or doing those chores can be quite distracting. But are video games really as awful as Mom exclaims or as brutal as those TV ads depict? It turns out that video games can have a strong impact on participants’ lives in both positive as well as negative ways.