How gamers manage aggression: Situating skills in collaborative computer games
نویسندگان
چکیده
In the discussion on what players learn from digital games, there are two major camps in clear opposition to each other. As one side picks up on negative elements found in games the other side focuses on positive aspects. While the agendas differ, the basic arguments still depart from a shared logic: that engagement in game-related activities fosters the development of behaviors that are transferred to situations beyond the game itself. With an approach informed by ethnomethodology, in this paper we probe the underlying logic connected to studies that argue for such general effects of games. By focusing on proficient gamers involved in the core game activity of boss encounters in a massively multiplayer online game, we examine the fundamentals that must be learnt and mastered for succeeding in an ordinary collaborative gaming practice where aggression is portrayed. On the basis of our empirical analysis we then address the contentious links between concrete instances of play and generic effects. As expected, the results point to “aggression” as well as “collaboration” as major components in the gaming experience, but our analysis also suggests that the practices associated with these notions are locally tied to the game. Based on these results, we propose that to reverse this relationship and claim that game environments foster collaboration or aggression in general first assumes strong theoretical claims about the nature of cognition and learning, and second, risks confusing the debate with hyperbole. How gamers manage aggression: Situating skills in collaborative computer games Published in Computer-Supported Collaborative Learning DOI 10.1007/s11412-011-9136-6 Ulrika Bennerstedt & Jonas Ivarsson & Jonas Linderoth
منابع مشابه
Ordinary Men with Extra-ordinary Skills? Masculinity Constructs among Mmorpg-gamers
Massively multiplayer online role-playing games (MMORPGs) involve long term intense social bonds between male players. Still, little is known about how masculinity constructs work as glue in these game communities. This study concerns masculine identities in applications (N=210) for community membership of a MMORPG community in Finland. Drawing on three identity dimensions (virtual, real, and p...
متن کاملVideo games to rehabilitate and improve the cognitive skills of people with cognitive impairment: A special perspective to cognitive health in the elderly
Video games are the most modern and sophisticated form of media in the present, which attracts millions of children and adults worldwide. The various effects of different types of video games on the psychological characteristics of gamers have been studied over the years. The serious effects of these games on cognitive and emotional characteristics such as memory, concentration, visual-motor sk...
متن کاملWomen and games: technologies of the gendered self
This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other.The study focused on adult women with particular attention to differences in level of play, as well as genre preferences.Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrat...
متن کاملDifferential Neural Recruitment during Violent Video Game Play in Violent- and Nonviolent- Game Players
A controversy exists about the effects of violent video game play, with some studies showing “positive” effects on spatial attention, others showing “negative” effects on aggression, and others suggesting that there are no important effects. The present study examined neural recruitment during violent videogame play among 13 late adolescent gamers, half of whom habitually played violent games a...
متن کاملComparing the Social Skills of Students Addicted to Computer Games with Normal Students
Background: This study aimed to investigate and compare the social skills of students addicted to computer games with normal students. The dependent variable in the present study is the social skills. Methods: The study population included all the students in the second grade of public secondary school in the city of Isfahan at the educational year of 2009-2010. The sample size included 564 stu...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- I. J. Computer-Supported Collaborative Learning
دوره 7 شماره
صفحات -
تاریخ انتشار 2012