User:Dmb000006/Videohypertransference

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Videohypertransference is the general name given to the effect of various forms of video (television, computer games, film, etc.) on human behaviour. It is related to the sociological phenomenon of socialisation, whereby members of a society are indoctrinated with a set of cultural norms. Socialisation in turn is related to the psychological phenomenon of conditioning.

The concept of videohypertransference describes the overall influence of video on society. Here, video is taken to mean the various forms of visual media within a society. The term specifically encapsulates the role played by video in the (modern) process of learning and adopting cultural norms. The phenomenon is evident to the extent that our culture is influenced by video and the feedback created by that influence.

Videohypertransference is a new cultural phenomenon and can be seen as an obvious or self-evident aspect of our society.

The effects of videohypertransference are explored in the works of David Cronenberg, especially in the 1983 film Videodrome. In this film the main character becomes obsessed with a secret video broadcast, the effect of which spills out of his private life, pervading his every day life. Ultimately he becomes a video programmable killing machine (both literally and quite graphically), a slave to the television broadcast.

Examples of the effects of videohypertransference
The phenomenon lies behind decision to ban the computer game Grand Theft Auto in Brazil and Japan, who ruled that the game would induce violent or antisocial behaviour in its players. Its influence on common thinking is what provoked outcry when two children murdered a third in Scotland in 2004. Allegedly the children involved all played violent video games. (See external links for more examples of this nature).

One aspect of the phenomenon of videohypertransference lies behind the modern 'disease' that surfaced in the early 90's called Tetritis. The 'disease' caused the distinct visual impression of falling blocks in its 'sufferers', who where unanimously addicted to the puzzle game Tetris! Other symptoms included seeing city scapes that needed 'filling in', and dreaming about Tetris.

Common anecdotal accounts of this specific kind of videohypertransference include; momentarily seeing the cross hair of the sniper rifle from the computer game GoldenEye after playing the game all night; seeing zombies lurking in dark corners after playing Resident Evil for more than 12 hours; having a sudden urge to run after a nice car and pull the driver out after playing Grand Theft Auto for several weeks.

These fleeting anti-social urges or feelings are suppressed by the frontal lobes, regions of the brain often damaged in individuals who exhibit severe personality disorders.

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