...Psychological effects of heavy usage of Virtual Reality Smith is a fourth grader who is all into video games; his goal is to have the latest video game. He lives in his video games. He goes to school every day physically and but mentally he is in his video game world, where he is the king of the racing cars and he is rich enough to buy the whole city. He always skips his homework because he cannot remember what he learned in school. While teachers are teaching, he is playing with his video games in his head and not paying attention in class. Teachers always contact smith’s parents and even parents seem to be helpless, because according to Smith’s parents, he gets very aggravated if they try to take his video games and Smith really gets violent with his siblings and friends. Smith wants to sit in locked room holding the remote controller in his hands where he can control several different cars in a second. He cannot remember anything what he does throughout the day because in his mind he is always in the second world. One day Smith was sitting in living room plying with his video games, suddenly his mom falls off from stairs and broke her arm. Instead of calling for help, Smith continues with his games and when his dad asks what happened he could not tell him exactly what happened. Smith told his dad, he does not remember if he sees mother falling down because all he could see that he is losing the game and he has to get more cars in the race. After that Smith’...
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...An Experiment on Public Speaking Anxiety in Response to Three Different Types of Virtual Audience David-Paul Pertaub*, Mel Slater*, Chris Barker** *Department of Computer Science **Department of Psychology University College London Gower Street London WC1E 6BT 2 An Experiment on Public Speaking Anxiety in Response to Three Different Types of Virtual Audience Abstract This paper describes an experiment to assess the anxiety responses of people giving five minute presentations to virtual audiences consisting of eight male avatars. There were three different types of audience behaviour -an emotionally neutral audience that remained static throughout the talk, a positive audience which exhibited friendly and appreciative behaviour towards the speaker, and a negative audience, which exhibited hostile and bored expressions throughout the talk. A second factor was immersion: half of the 40 subjects experienced the virtual seminar room through a head-tracked head-mounted display and the remainder on a desktop system. Responses were measured using standard Personal Report of Confidence as a Public Speaker (PRCS) which was elicited prior to the experiment and after each talk. Several other standard psychological measures such as SCL-90-R (for screening for psychological disorder), the SAD and the FNE were also measured prior to the experiment. Other response variables included subjectively assessed somaticisation and a subject self-rating scale on performance...
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...Impact of Violent Video Games There are two sides of the argument of what violent video games have on the youth of America. Some believe that violent video games have negative affects and produce social violence. At the same time there are those who believe that violent video games have positive effects. From my experience with violent video games I take no side in this argument. I would like to present a neutral view on this topic by showing you the positive and negative effects of violent video games. For years, psychologists have been arguing which is more important in a child’s life: genetics or how the child is raised. By looking at what the child is allowed to view and do gives insight into this question. Violent video games do influence a child. Whether or not this influence is good or bad is a point that will be expressed in this paper. Advocates believe that playing violent video games provide a safe outlet for aggressive behavior. Violent juvenile crime has been declining as violent video games popularity has been increasing. The link between violent video games and violent behavior has not been proven. Players should understand the game they are playing is not real despite how realistic violent video games have become. Advocates for video games claim that they can promote an outlet for children and teens to release their aggression and stress. This aggression and stress is usually collected throughout their daily lives and interactions with others. Violent video...
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...teaching and honing the player’s mind. Without understanding the efforts and concept behind creating this virtual recreation, it is more challenging to show people that these games are not all meant to relay lessons of violence and destruction. That there is more, such as enhancing strategy skill, dexterity, and proper gamesmanship. Step Two: Two Articles From the “Opposing Viewpoints in Context” section of the University Library, I have chosen these two articles support my opinion on the subject of video games. “Violent Video Games Are Not Linked to Real-World Violence” by Torrey Meeks and “Violent Video Games Promote Teen Aggression and Violence” by Craig A. Anderson. Both sources provide many references and clearly explains the positive and negative effects of video games. References such as past events and factual examples. In both articles there is a background for each of the authors, which is evidence of their credibility. Step 3: Summary In the article written by Meeks, he states several how other media besides video games can be a stronger influence of violence. While society demonizes video games for teaching the youth about killing, he brings attention to the fact that movies, music, and even art can also be just as inspiring. In the end, Meeks writes that people should practice responsibility in teaching kids about the differences between virtual reality and reality. Anderson video games are the cause of aggressive behavior....
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...Moral and Ethical Implications of Virtual Reality Every endeavor and ambition in life requires some form of decision making. The better we are at making good decisions, the more we can gain a favorable outcome from our endeavors and ambitions. Good decision making requires both moral and ethical fortitude. Virtual Reality (VR) in the psychological sense is an ambition to experience a world free of inhibitions and social judgments. Because this apparition of reality pays no immediate consequences for the mistakes we make in it, moral and ethical guidance is imperative. Does this virtual experience of reality impair ones judgment of actual reality? The ethical and moral questions raised by this phenomenon are very important to preserving our continuous perception of what is real and what isn’t. This section of the research paper is going to explore the moral and ethical equivalents of participating in virtual reality. Questions about impairment of moral and ethical compasses will be answered. Psychological representations and definitions of VR will further enhance our understanding of how VR can be either be a tool for social reform or a danger to moral and ethical aptitude. A Third State of Consciousness Imagination is a very powerful exercise for escaping pain or peril. It fuels creativity and builds hope. It can also unconsciously or consciously be used to exaggerate fear that either imprisons or save us from imminent threats and danger. The human...
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...descriptions included in his novel, Fahrenheit 451. Characters in the novel’s society as well as our own society experience loss of memory and destruction of relationships due to the excessive use of technology. The effects of negative influences brought by technology created distractions and caused violence to arise in both real and fictional societies. Author, Ray Bradbury, communicates his predictions regarding technology and its impacts on humanity through his brilliant novel, Fahrenheit 451. Despite the novel’s date of publication, Ray Bradbury included pieces of technology...
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...Assignment 7: Tentative Reference Listing The Cost of Network Technology to Educational Outcomes Rene’ Henson Professor Joann Runewicz Research 531 September 7, 2012 References (2003). How does technology influence student learning. Learning & Leading With Technology, 29(8), 1-5. Retrieved from http://scholar.googleusercontent.com/scholar?q=cache:86sFqnNFnt8J:scholar.google.com/ landmark studies technology and education&hl=en&as_sdt=0,36&as_vis=1 -Landmark study analyzing the influence that technology has on student learning in academic subjects, higher-order thinking skills, and workforce preparation. Amos, D.S. (2011, October 23). How school districts are funded. Cincinnati.com. Retrieved from http://news.cincinnati.com/article/20111022/NEWS0102/110230329/How-school-districts-funded -Looks at how districts are funded and the types of funding that can be used for technology versus other needs in schools. Ausburn, L. J., & Ausburn, F. B. (2004). Desktop virtual reality: A powerful new technology for teaching and research in industrial teacher education. Journal of Industrial Teacher Education, 41(4), Retrieved from http://scholar.lib.vt.edu/ejournals/JITE/v41n4/ausburn -Evaluation of the positive and negative uses of virtual reality for student learning. Beck, F.D., & Shoffstall, G.W. (2005, December 22). How Do Rural Schools Fare Under a High Stakes Testing Regime? Journal of Research in Rural Education, 20(14). Retrieved July 18, 2012, from http://jrre...
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...have come from board games, to video games, and finally computer games. The computer games have developed from two dimensional (2-D), three dimensional (3-D), and virtual environments. Gamers get to experience revolutionary virtual realities known as massive multiplayer online role-playing games (MMORPG). To understand the growth into MMORPG’s, a game developer must research the history, theory, some negative implementations, and contemporary best practices of networking, the opportunities, and innovation with the field of MMORPG’s. Historical development of the field The first computer game produced was 2-D in 1962 (Thomson, 2008). This was just a simple game where two players controlled his or her spaceship and attempted to destroy the opposing player. This was the lead into an ever-evolving world of gaming. The gaming industry has evolved into virtual world environments. This type of gaming has unleashed a world where players create an avatar in which can look anyway they want. This has allowed the gamers of today a way to communicate in a new way. It has even gone as far as allowing people a new way of learning (Barnett, 2010). Colleges are making a virtual presence for reaching to their students. For instance, Northeastern State University of Oklahoma (NSU) Library has been putting many books to virtual copies in which students can view anywhere they have a browser. Brandon Tarr, technical lead for the system service department at the NSU Library, was part of...
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...Influence of Entertainment Media HUM/186 20 Oct 2014 Jackie Rose Influence of Entertainment Media The three significant forms of visual entertainment media that have shaped our culture are movies, television and video games. These three have been a staple or lifestyle in almost every American household. Motion pictures have been around since the early twentieth century. During this time movies were the most popular form of entertainment. Movie theaters continued to be the go to form of entertainment until the fifties, when the television came to be. Televisions sets grew in popularity due to their affordability and as a result movie theaters felt the blow. Movie producers had to become more creative in order to compete with televisions. Technology continued to progress and the movie industry used this to their advantage. Production costs for the films began to rise and as a result the movie industry stopped making low budget films. Every producer wanted to outdo the next and make the next big thriller. This allowed them to spend more on their efforts. The invention of the television was founded in 1920 but it was not granted acceptance until after World War II. Television programing grew rapidly in the 1950’s due to funding and it became commonplace. In the sixties color television began to arise although in the fifties shows were produced in color. Eighties and nineties gave life to cable and the beginning of satellite transmissions. The...
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...When the audience thinks of the word tethered they can imagine being chained, or fastened to something and causing them to lose touch, being the result of too much technology time. This leaves them questioning the type of person she is talking about. You think, “Is it me?” She has made the argument that there are possible effects on people and their relationships with others due to this 21st-century technology. The article has many valid points, with a negative connotation to help create an emotional appeal but, it does not provide any scientific data to support her claims. There were many opinions and assumptions made by Turkle throughout her article that were her own personal views and stories but lacked evidence and actual data. Turkle is able to convince her audience that there’s a necessary consideration to take into how people are allowing technology to control their lives, whether they are aware of it or not. Turkle’s argument gave a strong warning how technology is changing our society and how easily influenced we can become if we are not paying attention. The invention of technology has improved societies way of life but has also negatively impacted the social aspects of how we communicate...
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...with games such as Space Invaders in 1978 to today’s Gears of War, the depictions of mayhem have always been present, but today have become so realistic. Although video games may seem insignificant, they can be very beneficial for a soldiers training but also harmful to the general public creating a false sense of reality. As ongoing improvement of technology as a whole has taken place, video games have recently become incredibly realistic. Day by day, makeshift warfare in people’s living rooms is turning into reality. With such new features as vibrating controllers, HD televisions, and surround sound speakers gamers are put right in the middle of the action. War-based games have seen much recent success and have become so popular in society today because people are curious about what its like to be a soldier. By putting gamers in simulated war, simulations are as real as ever and give gamers a sense that they are actually partaking in the fight. Unlike passive movies such as Saving Private Ryan or Peal Harbor, video games are not only using visual frames for their gamers, but interactive ones too. Though through participation, players may lose sight of the reality of war’s gruesome detail, falling short of what is actually real. “While war movies are passive, video games are interactive as players take on active...
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...The three significant forms of visual entertainment media that have shaped our culture are movies, television and video games. These three have been a staple or lifestyle in almost every American household. Movies have been around since the early twentieth century. At that time it was the most popular form of entertainment. This continued until the fifties when television was starting to make its place in American homes. As television sets became more popular and more affordable, movie theaters started to feel the impact, with the loss of patrons. In order to compete against television, movie producers had to become more creative. As technology started to advance, many producers started using this as a method to attract more people and stem the tide of lost revenue. As production costs continued to rise, a majority of film companies stopped making so many low budget films. It seems that each producer wanted to create an epoch production, which in general was quite expensive. This allowed their latest efforts to spend more time in development. Television was founded around 1920. It wasn’t until after world war two that it gained acceptance. Television grew dramatically in the fifties as both availability and affordability became commonplace. Color television became the boon of the sixties, although in the fifties certain programs and movies were developed in color. The seventies and eighties saw the development of both cable and satellite transmission...
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...Social Issues Nowadays, one of the famous topics that always discussed by society is the negative social problem that impacted the gaming industry towards the consumer from different perspective. This social issues has caused negative implication to the growth of the gaming industry due to the parents has negative impression which is the main buyer for product or games that produced by the manufacturer such as Electronic Arts (EA), UBISOFT, Konami, and other. This situation directly affected the profitability of the whole gaming industry internationally especially at this 20th century which the competition of gaming industry is very high. However, due to the high competition within the gaming industry, the forecast for global gaming market is expected increase from $ 67 billion in 2012 to $ 82 billion in 2017 (Gaudiosi, 2012). The gaming has negatively influenced the consumer which majority formed by the teenager and children. There are multiple research shown that gaming such as PC gaming can influenced the person behavior and addicted by playing it with non-stop without realized the time that person has been spent it. This incident has caused the parent which is the major buyer for the gaming industry started has negative impression towards the product that produced by gaming manufacturer. This is due to the parent worrying that the product that they bought maybe affected their children especially the gun violence that occurred at United States and the diseases due to game...
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...several years, but it limited the amount of information one could display to the world. But when Facebook surfaced in 2007 it trampled the Myspace site and brought about a different way for people to communicate. People were able to express themselves to the world, post pictures, and videos. It became bigger than the original reason for its creation which was for college students to reconnect and talk about homework, etc. Now we have sites like Twitter, Instagram, and LinkedIn that allow people to express themselves through words, pictures, or for business connections. But there is also a negative side of social networking, such as bullying, jail time for posting illegal activity, robberies, and possible job disqualification due to a post. The Influence of Social Networking Sites The media often portrays social networkers as social misfits more interested in chatting with virtual friends than making real ones. There also have been sensational stories about teens committing suicide as a result of "cyberbullying" taking place on social network. According to Bowles (2013). People tend to expose more personal or opinionated information on social media sites then what they should not aware of the consequences that could follow. But good can also come from using these sites, such as finding family and friends and making business connections. Some optimistic observers believe social networks could potentially change the world for the better by making it easier for people from...
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...1. Introduction Psychotherapy is a process focused on helping you heal and learn more constructive ways to deal with the problems or issues within your life. It can also be a supportive process when going through a difficult period or under increased stress, such as starting a new career or going through a divorce (Hawkins, 2010). Most psychotherapy tends to focus on problem solving and is goal-oriented. That means on the onset of treatment, you and your therapist decide up on which specific changes you would like to make in your life. These goals will often be broken down into smaller attainable objectives and put into a formal treatment plan (Hawkins, 2010). The purpose of this study was to explore public attitudes toward psychotherapy treatment and how they perceive importance of psychotherapy treatment, mental health issues are of ever growing importance in modern society. While there are numerous studies on the attitude of the general public toward psychiatry in general, little research has been done concerning the specific field of psychotherapy (Hawkins, 2010). 2. Literature review 2.1 History of mental illness in the Middle East 2.1.1 Pre-Islamic era: Ancient Egyptians believed that diseases were mainly because of evil spirits or wrath of gods. Their philosophy of the afterlife came from the idea that they were part of continuous cycle. Therefore, they believed in the physical continuation of the life after death. From this belief, they gave much attention...
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