PSYCHOSPOŁECZNE SKUTKI PRZEMOCY WYSTĘPUJĄCEJ W GRACH ELEKTRONICZNYCH
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Date
2001
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Wydział Prawa i Administracji UAM
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PSYCHOLOGICAL AND SOCIAL EFFECTS OF VIOLENCE ENCOUNTERED IN ELECTRONICAL GAMES
Abstract
Computer games are most frequently used by the juveniles and they are meant to teach them
a decision making, to enforce and train a concentration of the mind, a co-ordination of view and
arms reflexes and - finally - to make a reflection perfect. Wins do enforce a feeling of being good
and valuable while defeats are never perceived as a terminal mistake but still do offer a possibility
of correcting. All of this together is possibly able to reduce the fear, to increase the feeling of
success and to incite the imagination. Alas, in very much of the games in question there are
elements of violation, aggression and destruction. The Author gives a review o f particular types of
such games (i.e. simulating games, races, fighting games, shooting games, sports, adventure games,
etc.) and cites on this occasion adequate descriptions and instructions for the players - what
is all meant for to advertise and to stress the attractive force of the games. The violence and
cruelty of virtual reality are a ware of the bestseller type. The Author cites for the instance some
of the most sadist games for to demonstrate how much are they profit making for their producers.
The main part of the article is devoted to a presentation of possible influence of electronic
games on the behavior, the ways of thinking and feeling of the juveniles. The Author ands her
considerations with a review o f the methods of social supervision of the games and, finally, with an
appeal for more rigorous observation of principles of advertising the games and distributing them
among the youth.
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Citation
Ruch Prawniczy, Ekonomiczny i Socjologiczny 63, 2001, z. 1-2, s. 205-219
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ISBN
ISSN
0035-9629