User:Jbuch055/sandbox

Violence and Video Games page, could use a bit more detailed introduction. Look through sources, could possibly add more examples and facts.

Violence and Video Games (Below I have written a draft of example sentences or paragraphs which could be added to this Wiki's page) There was no mention of cultivation theory, nor Mean world syndrome, which I think both fit in nicely with the content.

The Cultivation theory is a theory which was established by George Gerbner in 1986. This theory discusses the effects that prolonged consumption of media has on individuals. It is the idea that media "cultivates" or alters our minds. This theory ties in nicely with the idea of the Mean World Syndrome. The Mean World Syndrome is a phenomenon, which states that consumption of violent media will lead to a change of perspective of the natural world. This means that people who consume more violent media, will also perceive the world to be a more violent place.

Another add to this wiki page could be a discussion of opposite effects than those which they are claiming:

Whilst video games could be an indicator in more violent behaviour, it is still at large an unknown if video games actually cause an increase in violent behaviour. An experiment examined the effects of prolonged consumption of violent video games, more specifically Grand Theft Auto IV. This experiment took place over a time of 3 weeks in which some participants played the game for a total of 12 hours (experimental group), and some participants did not (control group). At the end of the 3 weeks time, both groups had to fill out a questionnaire. The results showed very limited evidence to support second order cultivation effects. This meant that there could even be a counter-cultivation mechanism at work, further indicating that the idea that consumption of violent video games altering behaviour is still at large an unknown. Another study showed that there was no correlation between playing video games and direct crime behaviour, however found a significant relationship between playing video games and safety feelings.

Refrences:

1 - Mass Communication Theory: from theory to practical communication. (n.d.). Retrieved November 2, 2020, from https://masscommtheory.com/theory-overviews/cultivation-theory/

2 - Gerbner, G., Gross, L., Jackson-Beeck, M., Jeffries-Fox, S., & Signorielli, N. (n.d.). Cultural Indicators: Violence Profile. No.9, 176-207. https://web.asc.upenn.edu/gerbner/Asset.aspx?assetID=2746

3 - Mean world syndrome. (n.d.). Retrieved December 2, 2020, from https://www.britannica.com/topic/mean-world-syndrome

4 - Skoric, M. M., Chong, Y. M. G., Scotteng, K. Z., & Siew, S. C. A. (2012, November). Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects. Journal of Social and Clinical Psychology, 31(9), 952-971. 10.1521/jscp.2012.31.9.952

5 - Mierlo J.V., den Bulck J.V. Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play. Journal of Adolescence, 27(1), pg. 3, 0140-1971.

This big push to move to Social Media to is thought to create a better experience with the consumers, as corporations are able to target specific content to their target audience. Another benefit for corporations through usage of media is that this will attract more people, and in return also create a more well known brand.

Social media offers many benefits to business owners, as it allows them to reach out to their customers and to gain the attention of more people/potential customers. A recent Social Media Marketing Industry report has shown that social media enables businesses to get exposure, traffic and gain market insights. https://www.shoutmeloud.com/benefits-of-using-social-media-for-business.html#:~:text=Social%20media%20offers%20many%20benefits,traffic%20and%20gain%20market%20insights.