For my research proposal, I have chosen to research the relationship between simulation games and stress. A specific aspect that I hope to study is to what extent does playing simulation games such as The Sims help young adults relax. I believe that simulation games help relaxes our minds because of the following elements: creativity and control. Although a player can create their own community, design their own homes, make different characters, they can also control what a character wears, what a character does, relationships, and the outcomes of the paths they want to take. I have chosen to look at this topic from a psychological point of view because the mind and stress intertwine. Per American Psychological Association, stress can be defined …show more content…
Specifically, it discusses an experiment with simulation games and whether it reduces stress. Debriefing can be defined as a question about a completed mission or undertaking. The experiment includes thirteen graduate ESL students (the authors do not mention what the acronym) who participate in playing a simulation game. Researchers want to discover their personality traits, emotional responses towards the game, and how the simulation game changes their perspective on the class. To determine their personality trait, the participants were asked to take a Myers-Biggs Test. To determine their emotional responses, the participants were asked to fill out short-answer questions. The participants emphasized that personal respect and fatigue were factors as to why the game was stressful to play. Finally, to determine how the simulation game changed their perspective of the class, the participants were asked to fill out questionnaires. Ninety percent of the participants enjoyed simulations game, while sixty-nine percent had positive responses. This article is relevant toward my argument because of the counter-arguments. For example, “There is not enough time to do all the things we must do.” With the Sims, the quests that you are given must be completed within a certain time frame. Knox, M et al. “Game-Based Biofeedback for Paediatric Anxiety and Depression.” Mental Health in Family Medicine 8.3 (2011): 195–203.
Stress, as defined as a reaction to a stimulus that breaks our physical and mental harmony, is ubiquitous. However, stress has two sides – the bad and the good, in which the latter is mostly overlooked as most people suffer from the affliction of the former.
“The objective of video games are to entertain people by surprising them with new experience” (Shigeru Miyamoto).Video games have been a leisure activity for many people around the world but for some people it has become a way of life. Video games help us escape everyday life and bring us to a land of imagination. That is why many people play video games because it is a great way to relieve stress. Video games have many benefits than just being fun. Not only are video games shown to have positive effects on the individual if used in the right manner, but it also helps to connect people with common interest; bring a sense of community. It is also a resourceful way to find a career path. The components
(AC 1) Stress is defined as the state when people are experiencing difficulties in coping with the situations they are in due to the lacking of abilities or knowledge to handle them (Anxiety UK, ND). These situations are often referred as stressors. The way how individuals are reacting to these stressors is referred as stress response.
Stress is the combination of psychological, physiological, and behavioral reactions. Most people have a response to events that challenge or threaten them. Stress good and bad. Good stress is called eustress.
There have been several studies conducted on learning and serious games, for example, a recent study by the Office of Naval Research found that video game players performed ten to twenty percent better in perceptual and cognitive ability than non-game players, and that video games helped adults process information faster(Steinberg,2012). Another study by the Federation of American Scientists found that students re...
The term “stress” has multiple meanings. As Richard Lazarus stated in his 1966 book “Psycho...
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
“A state of mental or emotional strain or tension resulting from adverse or demanding circumstances.” https://en.oxforddictionaries.com/definition/stress
"Video game play may provide learning, health, social benefits." American Psychological Association. February 2014, Vol 45, No. 2
Stress is a very common problem being faced by individuals today. It is described as an internal state which can be caused by physical demands of body or by social situations in which individuals are in. Stress can be thought of in negative terms, but it can be described as positive and negative stress.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
...an be beneficial to children games that “could perform particular scene and plots and they explore aspect of character and identities including their gender” such as Sims allow a child to investigate and explore society in a virtual world, they are able see cause and effect with real life situation such as building a family unit, going to work and earning money also life and death.
Stress is defined as “any circumstances that threaten or are perceived to threaten one’s well-being and thereby tax one’s coping abilities” (Weiten & Lloyd, 2006, p. 72). Stress is a natural event that exists literally in all areas of one’s life. It can be embedded in the environment, culture, or perception of an event or idea. Stress is a constant burden, and can be detrimental to one’s physical and mental health. However stress can also provide beneficial effects; it can satisfy one’s need for stimulation and challenge, promote personal growth, and can provide an individual with the tools to cope with, and be less affected by tomorrow’s stress (Weiten & Lloyd, 2006, p. 93).
According to the American Psychological Association, “Stress is often described as being overwhelmed, worried or run-down.”
First, stress is defined as an unpleasant state of emotional and physiological arousal that people experience in situations that they perceive as dangerous or threatening to their well being (Patel, 14). Stress is a universal feeling to everyone but the word stress means different things to different people. Some people define stress as events or situations that cause them to feel tension, pressure or negative emotions such as anxiety or anger (Patel, 15). Other people may view stress as a process involving a person’s interpretation and response to a threatening event. In any case, stress has many facets of how one perceives and responds to the certain predicament that is ailing them.