This article began with an abstract. In this abstract, the researchers explained that as technology thrives in our generation so does deindividuation and the Social Identity Model of Deindividuation Effects. As social psychologists, they wanted to test how online gamers interact. The abstract went on to explain that their first part of the experiment presented odd results so they ran another part of the experiment. Both parts to the experiment supported deindividuation and the Social identity Model of Deindividuation Effects. Both parts to the experiment showed many similarities, but also left more opportunity for questions and research. In beginning studies, it was shown that people developed deindividuation when presented with an opportunity
A great deal of research has focused on the identification of addicted adolescent gamers (Van Rooij, Schoenmakers, Vermulst, Van Den Eijnden, & Van de Mheen, 2011). Van Rooij et al. (2011) assumed to provide empirical data-driven to identify a group of addicted online gamers. The video game industry is among the fastest growing sectors of the US economy (ESA Entertainment Software Association, 2013). Both Korean and western researchers report specifically that Massive
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.
Author A.B. Harris declares a call to action in his article “Average Gamers Please Step Forward” published in 2012 as he talks about the how gamers shouldn’t settle for how the Entertainment Software Association put the average gamer into a box, Harris (2017) declares that the average gamers are far more credible and intelligent than the perceived demographics suggest (pg.503). He starts to build a bond between himself and the reader by connecting himself with the audience and asserting himself as one of them who all want the same thing, to “change the mainstream” (Harris, 2012, p.506) and show non-gamers they are more than over-sexed male adolescents with a penchant for violence (Harris, 2012, p.504). Harris uses his personal values and experiences
As video games become more and more popular, we will inevitably see an increase in amount of video games being produced. The growth in popularity of video games is facilitated by the creation of a website known as Twitch.com. This website allows gamers and content creators to stream themselves playing video games online and interact directly with a live audience via chat. This new platform makes gaming both more accessible and more acceptable. The social stigmas that accompany video games are diminishing; in fact there has been an increase in competitive electronic sports as well. Logically, the growing interest in video games encourages programmers to make more and more games. Melinda Burgess et al presents an interesting perspective about video games. She explores the prevalence of racial stereotypes and how their effects are detrimental to society as a whole. In Burgess’s essay, “Playing with Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games”, she provides fantastic commentary on how top selling video games show “overt racial stereotyping” (Lunsford et al 551) and negatively affect how we think. By providing statistics and data about the videogames that she is critiquing, she effectively shows that there is may be a correlation between video games and how we think and interact with the world around us.
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
Subcultures are male-dominated, a space for working class boys to gain status by exalting their masculinity where they can have access to power, status, and prestige. As a result, subcultures glorify traits associated with males such as toughness, delinquency and bravery all the while demeaning traits associated with femininity. This phenomenon is known as the cult of masculinity, which puts females into a “structured secondariness”. There is a male privilege among subculturists because of this cult of masculinity. Nerd masculinity in online gaming encompasses both a critique and reinforcement of the hegemonic masculinity. Female nerds have more difficulty in fitting in because they are stereotyped as unattractive and face more negative
How is it for you to see yourself through both a personal and social identity perspective? How did your Cultural Chest increase your understanding?
Shaw and McKay (1942) focused their research on the rapidly expanding city of Chicago Illinois in the early 1900’s. Cullen and Agnew (2011) stated that the population of Chicago expanded from 1 million people in 1890 to double that size within 20 years. According to Cullen and Agnew (2011) it was in this era of rapid expansion that researches begin to think differently about crime. Cullen and Agnew (2011) stated that the researchers began to think that the understanding of crime may not be found in the studying of an individual criminal traits but the study of the traits of the environment in which a criminal lives and interacts. According to Cullen and Agnew (2011) this led to a question in which researchers thought a possible solution of
For this week’s topic, the course begins to explore internet subcultures with a focus on the “gamer.” While video game playing and similar practices have developed into a legitimate entertainment medium with narratives, art design, and addicting gameplay, the industry creates a sense of community. However, continuing similar cases of “trolling” on the internet, gamers are often subject to various forms of harassments such as disruptive gameplay, verbal assaults, and hateful messages.
Social structure and social interaction are integral in evaluating a person’s identity. Identities are the sets of meanings people hold for themselves that define “what it means” to be who they are as persons, as role occupants and as group members (PJB article) People are generally influenced by the norms and beliefs of society. A person’s identity is formed through a combination of factors derived from social structure (macrosociology) and social interaction (microsociology). The self influences society through the actions
As kids, ‘The Sims’ game seemed like the picture-perfect game for the individuals to create their own characters and make them live the lives the way they wanted them to. Sounds like a perfect game, right? All the identities created by the kids or the teens were either largely different or there were small differences between each life created, reflecting on the idea that all the identities were produced depending on the persons own experiences which were then reflected upon the game and The Sims users. The notion of incorporating ones personal identity into the identity projected and created in ‘The Sims’ can cause one to become addicted to the identity perceived, appreciate the created identities differently depending on their own influences
Society is experiencing the rapid growth of digital technology on a scale never seen before. Nowadays, it is clear that this is having a great impact in our daily lives. The aim of this assignment is to provide an analysis of how the new digital phenomenon of Pokemon Go is creating new ways of social interaction. In our article, with a special focus on Consumer Culture Theory, we address and analyze three different findings based in our Etnography research. First, Pokemon Go connects or cuts through people from very diverse demographic groups. Second, differences in cultural and economic capital characterises the Pokemon Go Community. Third, different symbolic meanings related to the usage of the app illustrate the concept of decommoditization.
In the ethnography It’s Complicated by danah boyd, the subject of identity in relation to technology and the younger generations is explored. boyd examines notions of consistency between identities and how people contextualize themselves and their behaviours according to who they are interacting with. This is highly relevant to today’s society, as technology is everywhere in our lives; we use it every day, and it has become an important part of our worldwide culture. We use it as a way to express ourselves freely behind the protective barrier of our screens, and as an extension of our personal selves. However, the way we use our technology sometimes does not reflect our identity in real life, and as a result, our online identities can be significantly different from our real life identities.
People have always develop ways to pass time or enjoy their everyday activates. There have been puzzles, books, and television invented to help with this process. The need to “have something to do” has fueled the creation of games. The most popular games today are videogames which have millions of people logging on each day to play with others. Videogames have created a culture of their own, but they were not the original type of gaming recreation. Board games have been bringing their played into fantasy worlds long before the popularization of videogames. This has spark my interest to understand the subculture of board game players in today’s society. I have selected a local board gaming site to conduct my field research for my ethnographic study. My primary location or this research will be at Tucson Games and Gadgets where I will try to minimize any preconceptions I may currently have, and utilize key informants to get an overall picture of the culture. First I had to choose the best location from various gaming locations in the Tucson area.
Have you ever had to conform to group norms that you thought were wrong, in order to be part of that group? Therefore, conformity is a type of social influence involving a change in belief or behavior in order to fit in with a group, or act of matching beliefs, attitudes, and behavior to group norms. It is natural in our daily lives and might happen when we are by ourselves or even when we are with others. For instance, we have a tendency to follow the typical way of eating when are with a group or alone. Conformity happens when individuals surrender to group pressures or expectations, also called norms. I wonder “ Why Do People Conform?” According to social identity theory, people are more likely to conform depending on how much value they