9 Matching Annotations
  1. Mar 2023
    1. automatic pro-cessing, such as fear in virtual environments, is not controlled through the aware-ness of virtuality

      This point would be even more interesting to explore through the lens of virtual reality gaming systems. The complete immersion and improved graphics could influence response and decisions.

    2. active suppression of affective areas such as the rACC and the amygdala,as well as increased activity in the dACC

      They found what they expected, which was reduced activity in the rACC and the amygdala and increased in the dACC. Although it was a neuroscientific study, I would be interested to see how the play-styles of individuals changed across the course of the study as they grew increasingly "aggressive" or "desensitized".

    3. Thirteen German male volunteers

      Even though the inclusion criteria was extended to women, there were only men that ultimately participated in the study. Still pretty frustrating.

    4. a circuit consisting of the or-bital frontal cortex (OFC), amygdala, and anterior cingulated cortex (ACC) dis-plays activation variations that Davidson et al. (ebd.) consider a neural correlate ofaggressio

      These are the primary regions of the brain that are associated with aggression, so we may want to research these more in the future

    5. Depending on how players read a game and its violent content, playingmight have a greater or lesser impact on the players’ attitudes, emotions, and be-haviors

      Our cognitive processing of a game and its meaning can affect how it affects us

    6. explains the long-term effects ofmedia violence on aggression as originating from observational learning ofcognitions related to aggressive behavior

      Essentially comparing the aggression in video games to the effects of the Bobo doll experiment. In that case, children were found to mimic the aggressive behavior of adults, especially dependent on gender.

    7. violent video games are among the most pop-ular entertainment products for teens and adolescents

      How might this have changed with the evolution of social media?

    8. 70 top-selling video games found 49%contained serious violence

      Does the visual quality of the game have an influence on how people perceive the violence? Personally I know that I have trouble empathizing more with games from the 90s than I do with next-generation ones because they're more realistic

    9. ore than 90% of all U.S. children and ad-olescents play video games, on average for about 30 min daily

      Potential differences between men and women? And what kind of games are most frequently played? Also that's a pretty decent majority