Friday, 23 October 2009

Literature Review

Violent Gaming Influences Crime

Carden 2009 states in this article to the university that statistically people who play violent video games are also those who are more likely to commit crimes more than others, and some experts infer from this fact that violent video games encourage violence. On its face, the connection seems clear.

However he also states that there could be a real, but casual relationship between the gamer and violent aggression. Whether the relationship is correlation is deeper and a lot more complex that thought. He also explains that those that are likely to go out and commit crimes are agreeably more likely to be drawn to playing violent games and therefore what we observe is simply correlation explained by a third factor. The fact that in this we feel we have to relate violent games to real violence when in proven theory it is the other way around.

“Video games that promote crime is further complicated by the idea that violent video games might actually serve as a substitute for violent crime — that is, people who are likely to commit violent crimes might be able to get their violence "fix" by playing video games instead of committing crimes” (Carden:2009)

"One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games and the other study reveals that even a brief exposure to violent video games can temporarily increase aggressive behaviour in all types of participants." (Anderson: 2008)

Anderson 2008 performed studies on individuals to test the impact on gaming and violence. The first study involved 227 college students who completed a measure of trait aggressiveness and reported their actual aggressive behaviors in the recent past. They also reported their video game playing habits. They found that students who reported playing more violent video games in junior and high school engaged in more aggressive behaviour inside and outside of school.

On his second study, 210 college students played either a violent or nonviolent video game with an opponent. After a short time later, the students who played the violent video game felt an urge to punish an opponent if they had been beaten while those who only played the non violent game showed no aggression or rises in stress towards there opponent.

"Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations. In the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts” (Anderson: 2008)




Violent Gaming Reduces Crime

Within Kierkegaard: 2009 report he covers these areas of how violent games could reduce real violence out on the streets.
Award-winning video games, such as the Grand Theft Auto series, thrive on murder, theft, and destruction on every imaginable level explains Kierkegaard, and gamers boost their chances of winning the game by a virtual visit to a prostitute with subsequent violent mugging and recovery of monies from gangs.

Kierkegaard points out that these violent games are growing more realistic with each passing year and most relish their plots of violence, aggression and gender.
But, he asks, "Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behaviour?"

Kierkegaard explains, there is no obvious link between real-world violence statistics and the advent of video games. If anything, the effect seems to be the exact opposite and one might argue that video game usage has reduced real violence.

Kierkegaard gathered evidence to back his theory: "Violent crime, particularly among the young, has decreased dramatically since the early 1990s, while video games have steadily increased in popularity and use”. In 2005, there were 1,360,088 violent crimes reported in the USA compared with 1,423,677 the year before.

Reference List

Carden, A. 2009 “Video Games and Violence” http://mises.org/story/3528
Accessed 20/10/2009

Anderson, C. 2008 “Violent Video Games Can Increase Aggression” http://www.apa.org/releases/videogames.html
Accessed 20/10/2009

Kierkegaard, P. 2008 “Could Video Games Reduce Rather than Increase Violence”
http://www.sciencedaily.com/releases/2008/05/080514213432.htm
Accessed: 20/10/2009

Tuesday, 13 October 2009

Learning Line - PDP

My Learning Line

1992 – Primary School

1997 – Middle School

2001 – Upper School

2003 – Retail Work Experience

2004 – Part Time Mechanic

2004 – Pass Driving Test

2005 – Suffolk College (A- Levels)

2005 – Part Time Retail Job

2006 – Healthcare Support Worker

2007 – Complete NVQ 2 – Health and Social Care

2007 – Move away from Home

2007 – Colchester Institute (HND Business Management)

2009 – Start Anglia Ruskin’s University (BSc Computer Aided Visualisation)

Skills that I have learned:

• GCSE Level Education/ NVQ / A-Levels / HND
• Car Mechanic Skills
• Group Skills / People Skills
• Healthcare Development
• Retail Development
• Team Leadership Skills
• Driving Skills
• Sports
• Career Progression Skills
• Interview Skills
• Enhancement on my Personal Living and development skills

SWOT Analysis

Internal Strengths:

• Having worked for people with challenging behaviours for over 2 years it has enhanced my abilities to work under pressure, keeping me optimistic and energetic. .
• Having spent a lot of time in education since leaving school it has enhanced my skills in learning.
• While remaining in education I have also enhanced my skills in working well with others and gaining knowledge within a work environment by maintaining a part time job in a field of challenging healthcare.
• I have a growing strength in the field of good time management, this maybe down to the fact that I have worked in environments were time management skills have been pushed to their limits for the benefits of other staff and the business.
• I have good strengths in being computer literate. This can enhanced my progression for great opportunities to progress well within my desired career field.

Weakness:

• I can become too emotional in the workplace including university at times, this can affect my interpersonal skills which aren’t always at the level they should be. As a result I can often lack self confidence.
• Other team players see my emotions and it can at times put a downer on the team members or class colleagues.
• There are many areas in my education were I have lacked my achievements of goals. Many of my goals that I aim for can easily be achieved but the lacking of my motivation can become a negative aspect.
• I have a weakness around the writing and creation of reports and essays. This maybe a possible result of the lack of reading material that I undergo.
• Self confidence is a very high factor in my weaknesses and has a major impact on class presentations and group work exercises.
External

Opportunities:

• Working towards my Degree in Computer Aided Visualisation will enhance my opportunities for a higher career level in a particular field.
• The career path that I have chosen requires all of my abilities and skills put into practice to work towards and gaining my degree.
• Frequent opportunities along the way will arise for higher career positions and a greater achievement in my Degree.
• Craegmoor Healthcare is recently upsizing its business and this may create many of these opportunities that I aim for.

Threats:

• Lacking the education or failing my degree risks affecting a big part of my future and then raises the completion with other competitive job seekers.

• There are job seekers in the world that have better reputations and qualifications; this in some way can limit my advantages within an industry.

• Along the way I have met many obstacles to restrict my progression in my desired career field. Sometimes these can be personal situations (finance) and in/outside of university e.g. failing modules.

• Other treats that I may run into within the near future that could jeopardise my chosen pathway could be a result of losing close family or friends.

VARK Questionnaire and Learning Styles

The VARK Questionnaire

VARK Questionnaire Learning Style:

• Kinesthetic

What my result showed:

Having completed the questionnaire my results showed that I was Kinesthetic person. This result came as no surprise as the way in which I like to learn in very much in the practical field. I would much rather learn by experimenting and taking opportunities to develop knowledge by touching and doing. This result reflected very well having completed my SWOT analysis and Time Line as within these self assessments they should learning paths and career development through practical experience and practical hands on (i.e. my part time job role – Healthcare Support Worker).