Videos

 

Further study of the cultural significance of video games requires that we consistently move from a macro-level cultural dynamics to the micro level of being players, to issues that relate to characteristics of the play in relation to the content of the game experience. Here we are faced with a situation where electronic games invade the world, which is traditionally studied by sociologists, psychologists and social psychologists - the world of personality and its relations with other people. In this context, most attention is paid to the influence of games on the leisure and entertainment practice at the age and cognitive development (socialization), health and the formation of deviant behavior (in particular, violence is so common in contemporary popular culture).

 

In modern studies of video games of their impact on the audience of players are quite diverse. The term "effect" quite a long time used in studies of the media (the media) and mass cultural production (cinema, the recording industry). Its importance relates to the level of impact of media on feelings, thoughts and behavior of the audience. If a radio or television program, which participants called for viewers / listeners to donate money to a charitable project a success and were collected substantial funds for a worthy cause, we can fix the "effect" as a specific (desired) behavior of the audience. Feature film, past the screens of thousands of cinemas, can cause a wave of feelings and discussions, thereby affecting the preferences of voters or people's attitudes to topical issues. Effects of media can be intentional and unintentional. Deliberate effect is associated with a conscious attempt to achieve certain goals with the use of mass communications. Unintended effect reflects the unexpected and often difficult to predict the effects of media (eg information in news can cause a protest activity, although its purpose is merely to inform).