Wallace (2015). Game mechanics and human behavior. - Article summary
The underlying game mechanics (e.g. code) affect the psychological aspects of a game. In Skinner’s operant conditioning, partial reinforcement through unpredictability of reward makes reinforcement most successful. The variable interval schedule (i.e. time) is also very effective. Behaviours based on partial reinforcement schedules are difficult to extinguish. Modern games often employ operant conditioning strategies to encourage people to show behaviour the game developer desires.
Superstitions often arise in games due to accidental associations. Game developers can also remove superstitions by adjusting game mechanics. Extrinsic reward in video games can make players who play on intrinsic motivation (e.g. liking the challenge) less likely to play. Game mechanics can also lead to unintended behavioural consequences.
There are several benefits of video games:
- Cognitive benefits
Playing video games can lead to improvements in cognitive skills (e.g. spatial perception). The improvement comes after playing video games for a short period of time (e.g. an hour a week for a week) and the improvements are durable. Training (i.e. through video games) might reduce gender differences in cognitive skills (e.g. spatial perception). - Motivation and persistence
Playing video games may lead people to be more persistent in everyday life. However, this evidence is correlational and not causal. - Emotional benefits and flow
Playing video games can lead to a more positive mood and flow. Activities that have a potential to create flow have a delicate balance between the person’s ability and the challenge of the task and require intense concentration and focus. In addition to this, they offer clear goals, timely feedback and a sense of control over what happens. Flow is a positive and motivating mental states. - Social benefits
Playing video games can yield social benefits. Cooperative games can lead to more pro-social behaviour. However, anti-social video games (e.g. violent video games) lead to less pro-social behaviour.
Action game players see a larger useful field of view and appear to have a deeper reserve of attentional resources that could be applied to a task. Action game players also show a shorter attentional blink. Strategy games may improve problem solving skills.
Flow refers to a mental state in which the person is completely absorbed in an activity and time flies by. In a state of flow, a person experiences a loss of self-consciousness and a distorted sense of time.
The Proteus effect states that a virtual avatar’s appearance affects its user’s behaviour (e.g. more attractive avatars lead people to behave in ways as if they are more attractive).
Serious games are used for learning (1), skill development (2), rehabilitation (3) and other applications (4). A serious game should have the same features that define computer and video games in general (i.e. interactivity, rules and constraints, clear goals, challenges and feedback). Educational games steer away from the traditional sequence of education (i.e. instruction, practice, assessment). Serious games are also used in corporations (e.g. military and companies). Serious games can also train healthcare workers and encourage patients to adhere to treatment in the face of negative side effects. Many educational games fall short because they fail to implement the features that make games so compelling and motivating.
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Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]
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Psychology and the New Media - Course summary [UNIVERSITY OF AMSTERDAM]
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Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]
- Bartels & Herman (2019). Media research: Is violent media making us more aggressive? - Article summary
- Brewer (2011). Media violence. - Article summary
- Giles (2010). History of the mass media. - Article summary
- Behm-Morawitz & Ortiz (2013).” Race, ethnicity, and the media. - Article summary
- Heath (2011). Portrayal of crime. - Article summary
- Scharrer (2013). Representations of gender in the media. - Article summary
- Nabi & Moyer-Guse (2013). The psychology underlying media-based persuasion. - Article summary
- Roozenbeek & Van der Linden (2018). The fake news game: Actively inoculating against the risk of misinformation. - Article summary
- Shrum & Lee (2012). The stories TV tells: How fictional TV narratives shape normative perceptions and personal values. - Article summary
- Finkel et al. (2012). Online dating: A critical analysis from the perspective of psychological science - Article summary
- Malamuth, Linz, & Weber (2013). The internet and aggression: Motivation, disinhibitory, and opportunity aspects. - Article summary
- Nguyen, Bin, & Campbell (2012). Comparing online and offline self-disclosure: A systematic review. - Article summary
- Rieger (2017). Between surveillance and sexting. - Article summary
- Acquisiti, Brandenmarten, & Loewenstein (2015).” Privacy and human behavior in the age of information. - Article summary
- Amichai-Hamburger & Hayat (2013). “Internet and personality. - Article summary
- Segovia & Bailenson (2013). Identity manipulation: What happens when identity presentation is not truthful. - Article summary
- Toma & Hancock (2013). Self-affirmation underlies Facebook use. - Article summary
- Adjerdid & Kelly (2018). Big data in psychology: A framework research advancement. - Article summary
- Boyd & Crawford (2012). Critical questions for big data. - Article summary
- DeStefano & LeFevre (2007). Cognitive load in hypertext reading: A review. - Article summary
- Sparrow & Chatman (2013). Social cognition in the internet age: Same as it ever was? - Article summary
- Blumberg et al. (2013). Serious games: What are they? What do they do? Why should we play them? - Article summary
- Klimmt & Brand (2017). Permanence of online access and internet addiction. - Article summary
- Wallace (2015). Game mechanics and human behavior. - Article summary
- Wallace (2015). The internet as a time sink. - Article summary
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Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]
This bundle contains a summary of all the articles for the course "Psychology and the New Media" given at the "University of Amsterdam". It includes the following articles:
- “Bartels & Herman (2019). Media research: Is
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