Online Gaming
Psychology of Online Gaming
Game - a social interaction, exchange, or transaction with set—pre-established—rules of engagement (these rules are usually mutually agreed upon).
Genre - classification of something based on an established set of rules or signifiers.
Horror movie
Romance book
RPG’s and FPS’s
Psychological Dimensions of Video Games:
Complexity - the cognitive effort needed for gameplay.
~ amount of focus needed in order to engage with it
Social Interactivity - the degree of social exchange involving gameplay.
~ twitch streaming
Social: an exchange between two or more people.
Competition Level - the skill needed to be successful in a achieving game outcomes.
⤷ Differing levels of skill result in performace outcomes relative to one another.
Leaderboards
Crossy Road
The Age Apropriateness of Content - content is labeled to convey for whom (which audiences) gameplay is most appropriate.
☆ overcooked, crossy road, DTI—no age restrictions
☆ horror games, mortal kombat, etc.—more mature
★ GTA—pushback from the mature themes and designs in the game
Cheif Motivations for Video Game Use
We are motivated to choose which medias we consume.
Useful for predicting behavior/why people are so drawn to specific games/behaviors
Arousal - the stimulation of the sympathetic nervous system (fight or flight).
physiological stimluants/happenings
sweatings, pupils focusing, being scared in general = exciting
horror games/exciting action games
Challenge - the cultivation of skill in service of achievement.
★ puzzle games
★ Crossy Road and Candy Crush ppl ( •̯́ ₃ •̯̀)
Competition - performance relative to other game players.
Diversion - use of video games to alleviate stress, or to escape everyday life.
➤ healthy in small amounts
➤ single player sandbox games that go on forever (sims 4, Tomodachi life)
Fantasy - the pursuit of role-playing elements that allow users to experience alternative—or otherwise impossible—scenarios.
಄ Dungeons and Dragons
಄ The Sims
it’s a way to live in an alternate reality.
Social Interaction - the use of video games to form or strengthen social ties.
● Twitch
● Multiplayer games that are designed to be multiplayer
∘ having Emily over while we play Tomodachi Life
You can have multiple motivating factors for one game.
They can change over time.
Media Effects (psychological effects video games have on us) -
Violence, concern(s): exposure and desensitization IN CHILDREN exposing them to violence might make them more violent/less sensitive to it.
they DO have short-term effects; increased sympathetic nervous system (fight or flight) response
much like how you feel after a horror movie
Selective Exposure - the predisposition to choose media that align with our prexisting beliefs, habits, tendencies, etc.
children with aggressive outbursts or anger issues may be drawn to violent video games; and then they become more problematic—enhancing their predisposition towards violent states
very small percentage of people tho
intervention will help
Not having an adult/supervision may lead to false expectations—porn vs. irl sex
Developmental Psychology
Sleep technology use - cognitive arousal which results in deteriorating sleep quality and duration.
people who use their phoen sin bed sleep worse and for fewer hours.
Screen lights (blue light) surpress release of melatonin
Secondary technology use - highly correlated with higher body mass index across lifetime (every age)
Social Enhancement Hypopthesis - the proposition that extroverted, socially adept, individuals are more likely to use internet-based communications to further cultivate and develop social ties.
“The Rich get Richer” hypothesis
Social Compensation - the proposition that individuals uncomfortable in face-to-face (social) settings can use the internet (social media/networking) to make up for offline social deficits, introversion, or social anxiety.
short-term: can lead to a lower social evaluative pressure and increase in belongingness.
long-term: correlates with lower subjective well-being (happiness), and increased rates of depressive disorders.
Among U.S. adults, men are _______ likely than women to spend many hours playing video games, and are _______ likely than women to play action video games, which has been observed to ______ players' spatial abilities.
more; more; boost
Which of the following game genres has had a sizeable uptick in popularity during the past decade due to the steady growth in smartphone ownership?
casual games
Video game players who are likely to AGREE with statements like "I enjoy finding new and creative ways to work through video games" and "I find it very rewarding to get to the next level [in a game]" are indicating _______ as a motivation for engaging in game play.
challenge
Which of the following is most clearly an operant behavior?
complaining
The desire to engage in an activity for the sake of its enjoyment alone is most reflective of:
intrinsic motivation
Research has generally: established a link between violent video game playing and aggression
As discussed in lecture, there is a general cultural perception that most people who play video games are men. Findings indicate that among men and women who play video games, this belief is held by a _______ of men and a _______ of women.
majority majority
Playing prosocial video games: decreases aggressive cognitions
Compared with continuous reinforcement, intermittent reinforcement is associated with:
slower aquisitions and slower extinctions
A type of learning in which behavior is strengthened if followed by a reinforcer is called:
operant conditioning
Operant response rates tend to be _______ when linked to a ratio schedule rather than an interval schedule, and operant response rates tend to be _______ consistent when linked to a variable schedule rather than a fixed schedule.
higher; more
Of the following demographic groups, the largest difference among U.S. adults who play video games is between:
individuals in the 18-29-year-old age cohort and individuals in the 65-year-old or older age cohort
In order to encourage regular game play, game designers of a farming simulation game introduced a feature whereby planted crops wither if they are not harvested within a certain amount of time. This feature is BEST an example of: reinforcement