A PROJECTIVE IDENTITY PERSPECTIVE ON VIOLENT VIDEO GAMES CONTROVERSY9
Keywords:
projective identity, digital gaming, violent video games controversy.Abstract
While the debate continues on whether video
games are good or bad in academic communities around
the world, some fundamental questions remain
unanswered, questions that might change the perspective
this problem has been looked upon so far: what exactly do
we mean by “good†and “badâ€. Many studies have been
conducted by advocates of either side, most providing
contradictory and debatable evidence to sustain either
perspective.
This article aims to constructively analyze some of the
most impactful claims which set this debate in motion
using projective identity as a vantage point, a crucial state
made possible by digital games in a very profound way.
By means of comparison, analogy and critic interpretation
of facts, we try to identify what “good†and “bad†could
possibly mean when talking about digital gaming.
References
Bushman,B.J., Anderson,C.A., (2009), Comfortably numb: desensitizing
effects of violent media on helping others, Psychol Sci.,
(2):273-277
Wenger, E., (1998), Communities of Practice: Learning, Meaning, and
Identity, Cambridge University Press, Cambridge, UK
Wenger, E., et al. (2002), Cultivating Communities of Practice
Cambridge, MA: Harvard Business School Press
Ferguson, C.J., (2007), The good, the bad and the ugly: a meta-analytic
review of positive and negative effects of violent video games,
Psychiatr Q, Dec; 78(4):309-16.
Gee, J.P., (2008), The Ecology of Games: Connecting Youth, Games,
and Learning, “Learning and Gamesâ€, Cambridge, MA: The
MIT Press, 21–40.
Goldberger, A.S., Rosenfeld, R., Blumstein, A., (2008), Understanding
Crime Trends: Workshop Report, Committee on Understanding
Crime Trends, National Research Council of the National
Academies, Washington D.C. The National Academies Press.
Grabmeier, J., (2014), Broad Consensus’ that Violent Media Increase
Child Aggression, news.osu.edu, extras 06.10.2014.
Greitemeyer, T., (2014), I Am Right, You Are Wrong: How Biased
Assimilation Increases the Perceived Gap between Believers and
Skeptics of Violent Video Game Effects. PLoS ONE 9(4):
e93440.
Hall, R.C.W., Day, T., & Hall, R.C.W., (2011), A Plea for Caution:
Violent Video Games, the Supreme Court, and the Role of
Science, Mayo Clinic Proceedings, 86(4), 315–321.
Morris, C., (2015), Video Games Spring Back on Strong Console Sales,
cnbc.com, extras 15.01.2015
Office of Juvenile Justice and Deliquency Prevention, (2014), Juvenile
Arrest Rate Trends, ojjdp.gov, extras 09.12.2014
Polsson, K., (2015), Chronology of Video Game Systems, vidgame.info,
extras 15.05.2015
Simpson, I., (2014), Violent U.S. Crime Drops Again, Reaches 1970s
Level: FBI, reuters.com, extras 10.11.2014.