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代写英国assignment-论网络游戏文化Views on the Online Video Games Cultur(2)

时间:2019-03-06 15:33来源:未知 作者:anne 点击:
As a conclusion, playing online video games is a double edged sword with merits and demerits. On the one hand, it is good for people to release their pressure in the game and enjoy themselves. On the

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As a conclusion, playing online video games is a double edged sword with merits and demerits. On the one hand, it is good for people to release their pressure in the game and enjoy themselves. On the other hand, it is dangerous to addict to the visual world and become violence. People’s addiction on the online video games has its social and personal reasons. The social pressure and personal pleasure seeking make people to excessive and aimless playing computer games. Thus, it is necessary to strictly verify the online video games in order to keep a healthy environment. Besides, as violence is only a form for entertainment, it is better the killing part of online video games can be changed into some tender and soft way to make the players enjoy themselves. Generally speaking, it is inappropriate to magnify the negative effect of online computer games. Whether the negative one overweighs the positive one or not depends on people’s selection. A harmonious online video game environment relies on people’s attitude and people’s conduct. 
 
5.0 References
Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45, 731-739. 
Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167-179. 
Ferguson, C. J. (2010). Blazing Angels or resident evil? Can violent video games be a force for good? Review of General Psychology, 14(2), 68-81. 
Hartman, T., & Vorderer, P. (2010). It’s okay to shoot a character: Moral disengagement in violent video games. Journal of Communication, 60, 94-119. 
McKernan, B. (2013). The Morality of Play: Video Game Coverage in the New York Times from 1980 to 2010. Games and Culture, 8(5), 307-329. 
Stetina, B. U., Kothgassner, O. D., Lehenbauer, M., & Kryspin-Exner, I. (2011). Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming. Computers in Human Behavior, 27(1), 473-479. 
Voiskounsky, A., Mitina, O., & Avetisova, A. (2004). Playing online games: Flow experience. Psychology Journal, 2 (3), 259-281. 
Whitty, M.T., Young, G., & Goodings, L. (2011). What I won’t do in pixels: Examining the limits of taboo violation in MMORPGs. Computers in Human Behavior, 27, 268-275. 


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