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Effects of video games on social behaviours
Effects of video games on social behaviours
Effects of video games on social behaviours
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Overview
Greitemeyer, T. (2009). Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior. Journal of Experimental Social Psychology, 45(1), 186-190.
The purpose of the research study Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior, was to examine the research question, Does exposure to prosocial media promote prosocial outcomes? The study attempts to determine the predictive validity of a previous construct known as the General Learning Model, a theoretical model of the effects and consequences of playing video games (as cited in Greitemeyer, 2009).
The authors note that previous research on the effects of media and behavior has exclusively focused on aggressive media content, and its effects on aggressive cognition. Work from Andersen et al. (as cited in Greitemeyer, 2009) has already established a framework known as the General Aggression Model (GAM). The GAM states that “exposure to violent media activates and individuals internal states including (cognition, affect and arousal), which in turn changes the interpretation of a potential conflict situation that results in aggressive behavior” (Greitemeyer, 2009). This model was expanded into the General Learning Model which explains the effects of both violent and non-violent video games (Greitemeyer, 2009). The GLM suggests the possibility that positive media can have positive effects. However, Gretimeyer (2009) notes the lack of research on the effects of prosocial media and prosocial outcomes. Thus, this study attempts to provide research on a topic previously unexplored.
The researcher tested the following hypothesis, “listening to prosocial (relative to neutral) songs increased the accessibility of prosoc...
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...s and the GLM model, thus showing an adequate measure for the different variables. The study notes the small sample size. This brings up an issue of external validity, and being able to generalize the results to a wider population outside of their college students (Cozby, 2009).
A point of interest for future investigation could be to test listening to both prosocial and aggressive lyrics. In many real life situations, people may actually listen to both instead of the assumption of either and not the other. It would be interesting to test the effects of both conditions, in addition to their long-term and short-term effects.
Works Cited
Cozby, P. C. (2009). Methods in Behavorial Research. McGraw Hill.
Greitemeyer, T. (2009). Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior. Journal of Experimental Social Psychology, 186-190.
The majority of children cannot wait to become a grown up. Too late they realize that growing older isn’t as glamourous as they thought. People are always taught to learn from our mistakes, but what if some mistakes take too long to realize? Many people learn life’s lessons too late. Children and adults are taught through fairy tales, songs, books, television shows, and movies lessons on how to live life and avoid mistakes. Songs and music are important because they connect to emotions. They project images into people’s minds through the lyrics, and the song itself can have a special meaning and emotion to different people.
Sotirios Bakagiannis, Mark Tarrant. "Can music bring people together? Effects of shared musical preference on intergroup bias in adolescence." Scandinavian Journal of Psychology (2006): 129-136.
Music is regarded as a method of passing a message. Though some songs do not intend to do that, the message in them is still perceived. The song, “Get up, ...
For many of us, one of the most accurate and effective ways to express the feelings that really matter to us is through music. We don’t only grow to attached to songs that are catchy, but also those with lyrics that we can relate to. It is not uncommon to feel like sometimes, artists can convey the way we feel better than we could ourselves. The storybook-like lines you read at the start of this page are a collection of lyrics
Music produces both emotional and physical responses (Clair & Memmott, 2008). It aids and improves social interaction, and provides effective communication and emotional expression. Music stimulates associations and triggers reminiscence. When experiencing recent inactivity, discomfort, and changes in
The song in which I chose is “Zwischen Uns” by Eisbrecher, a German band. The Lyrics states and translates to “Mountains between us. I'll blow them all up. The stars between us. I'll set them down lower. The future between us. I'll make it safe for you. The drama between us. I'll find myself a new writer.” I chose this song because the study of psychology is one that to this day does not have a full explanation as to how the human brain functions to its full potential. For instance; take the fact that most people want to lose weight, but cannot achieve it because they are afraid to exercise or eat healthy, this can lead to creating obstacles such as mountains. In the other hand, overdoing diets can also lead to anorexia nervosa. Only a person
Heavy keyboard notes, light wind instruments, raspy vocals — factors in the creation of a certain song's atmosphere. My ears were a fresh three or four years old at first listen to what would become my senior year anthem. The song begins, "The winner takes all..." This tune in particular refers to success on the horizon, conjuring up motivational sentiments. Music, in whatever form it takes, seems to affect the listener's emotions.
Often times throughout history and in today’s world, music along with lyrics of songs and musical artists are blamed for deviant behavior in adolescents and teenagers. Some argue that subcultures are created because of artists and their music which leads to groups of young adults taking part in deviant behavior, while others argue the opposite; that the behavior leads the person to listen to the music. There is also concern about the effect that music videos have on the behaviors of the listeners of music throughout all genres. Although there is not much extended research on music and the effect it has on its listeners there is plenty of speculation, theories, and minor studies.
The purpose of this paper is to present a literature review on existing articles relating to the possibility of violent video games promoting aggressive behavior. The hypothesis set forth was that people who played non-violent video games displayed more Prosocial behavior versus those who played violent video games displayed more antisocial and aggressive behavior. A search was conducted on regular search engines on the internet, and on EBSCOhost using the title “can violent video games promote aggressive behavior.” The research articles presented are obtained from five case studies each focusing on different measures that were obtained, methods used, the participants involved, the designs of the study, and the results of the studies.
Studies have demonstrated that certain sorts of rock music can heighten feelings. This means youth and adolescents who are inclined to negative, fierce, or depressive contemplations are more prone to have these sentiments (and follow up on them). By the same accord, youngsters who are characteristically content and happy are more averse to have the negative verses in specific tunes influence them in any capacity. To them, it’s simply entertainment (Kwan,
...d. In the study the number of female participants do the difference between males and female perspectives and emotions were not taken into account. The information that was gathered for the study was self-reported by the participants and there were no interviews or outside observers to study the subjects. While the study did assist in determining what is the connection between music and global happiness it is important to note that the study was not representational of the adolescent population in Canada or of anywhere else in the world and so it would be wise to perform further studies.
Saleem, M., Anderson, C. A. & Gentile, G. A. (2012). Effects of prosocial, neutral, and violent video games on children’s helpful and hurtful behaviors. Aggressive Behavior, 38, 281 – 287. doi: 10.1002/ab.21428
The most significant result of this that music can be used increasingly as a means by which we formulate and express our individual identities. Certain music affects our mood and the way we act. In a research conducted by Carlos R. April and Patricia J. Flowers, study that the authors conducted with sixth-grade students who they categorized into two different sections: students who were Monolingual in English and students who were bilingual in English and Spanish. There were sixty students from two urban setting schools in the United States. The authors made them listen to three versions of the same songs.
Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Effects of prosocial, neutral, and violent video games on children's helpful and hurtful behaviors. aggressive behavior, 38(4), 281-287. doi:10.1002/ab.21428
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...