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Social Learning Theory and Media Effect - Coursework Example

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The paper "Social Learning Theory and Media Effect" cites Bandura’s theory about reinforcement and repetition that make a behavior permanent. It implies a certain behavior or an inclination can be induced through frequent exposure to certain triggers. Needs, drives, and impulses govern behavior. …
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Social Learning Theory and Media Effect
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Media Effects Social Learning Theory and Media Effect Albert Bandura proposed a social learning theory that is based on the idea that learning is a cognitive process, which thrives in a social context where ‘observation’ and ‘instructions’ are its two primary dictators (Bandura, 1963). Punishment and reward also serve to be the crucial teaching tools for social learning. The essence of Bandura’s theory is that reinforcement and repetition makes a behavior permanent. It implies that a certain behavior or an inclination can be induced through frequent exposure to certain triggers. Needs, drives and impulses govern behavior (Bandura, 1971). Therefore, any process or activity that incorporates these fundamental human drives can mold or dictate the human behavior. Media has its charm. It captivates the imagination like a drug and takes the person into a whole new world. Who wouldn’t want to leave their boing life and see what a celebrity is cooking, or how 3D tattoos are mad? Video games are more engaging than TV or movies. The interactive world of games suck the imagination into the virtual world. One can slay dragons or save the Pearl Harbor in a video game. The emotions the trigger in a person are real. A research on TV and movie violence suggests that violent video games increase aggressive behavior (Anderson & Bushman, 2001). The games bring out the repressed aggression in the player, at least momentarily. The argument that videogames let out repressed emotions is valid. Every individual hordes repressed feelings. Parents want more control over their children and “voice discouragement” because the children won’t listen (Bandura, 1971). While the children want to be free from their control and do what they feel like. In universities one department usually complains about the undue power and authority that the other constituencies enjoy while they feel the discomfort of powerlessness. The same is true in government and politics. Media plays on these insecurities. It captures these emotions and play fantasies where people vicariously live out those feelings. Video games take this to a whole new level. They also give the players control. The level of involvement in the play increases manifolds when compared to a movie. Videogames can be used to inspire people, to persuade them to join a cause. The companies and the institutes are aware of the power of videogames, which is why the US government distributes the videogame called Americas Army over the Internet and through its office (Anderson, Gentile & Buckley, 2007). There is no doubt that the media effect for the social learning theory is evident from the way videogames are manufactured and played. If they capture certain human emotions and the gameplay is based on punishment and reward, then there is no doubt that the media effect induces certain behaviors. The reward for being aggressive in a videogame is some virtual coins or a moral victory of conquering the enemy. And the punishment for not being violent or destructive is the death of the character. Observation (Option 1) I was watching my cousin play a videogame on PlayStation 4, called Bloodborne. It is a violent role playing game (RPG), where the game character (protagonist) goes to a gothic city in search of a powerful blood. Along the way, he fights off demons, monsters, zombies and other creatures from the underworld. My cousin played it at his home. Playing video games alone is his favorite pastime and this time was no exception. I started taking notes as he started the game. His demeanor did not change much. I was very keen on observing his body language. First, he was sitting with his back against the chair, looking very calm and relaxed. Excitement was evident from his face. As soon as he started playing he leaned forward. His body language, posture was changing frequently. He seemed uncomfortable at certain times. This was evident from the loud and repeated tapping of joystick buttons. He looked in some kind of discomfort doing that as if he was struggling to get out of a situation in the game. It seemed like the game wanted him to feel this discomfort because the message on the screen was instructing him to quickly push one button. If he didn’t the demon would kill him. At some points he was also shuffling his feet such as when he got up close to a demon/zombie. He left his backrest and leaned towards the screen. His face would grow tense when fighting a tough demon. His normal demeanor (when not playing the game) is very relaxed, he is a laid-back person, low-profile and not very social. He loves playing video games and watching movies. However, in a social situation he never loses his composure. His calmness remains intact. If I was playing Bloodborne I would probably be twitching, moving my hands and shifting my feet a lot. The game has high quality graphics and it certainly jolts the player when a demon appears out of nowhere. The facial expressions and body language of my cousin did not change that much. One thing that stood out in the observation was whenever the character died my cousin cursed. He does not use curse words normally. Whenever he was trying to escape a difficult situation he would say out loud ‘come on’ or ‘yes!’. The reason for yelling these words was probably the headphones he was wearing. Interview Under what circumstances do you feel the same emotions? I feel stressed when I face a situation with dead end, especially at work. I start to panic. I cannot be very expressive there. I cannot show my emotions such as anger or frustration. At work I cannot escape out of the situation by pressing a button but when Im playing this videogame it gives me an escape. You would say it’s an escape from reality. It is a dimension where things are possible. According to the rules of the game everything is fair which means that if I play logically and safely I can escape a trap or kill the demon. But in real life the panic, stress and the pessimistic feelings, they are sometimes unbeatable. Are there other non-physical activities when you feel the same way? It depends on the kind of feeling in the game you are referring to. I mean, if I have just killed a demon it gives me happiness. Getting an increment on my salary gives me happiness too. Or when Im fighting a demon and it is very tough it triggers certain emotions … say, when I have a negative thought in my head or some sort of depression surrounds me, I feel the same emotional trap. You can beat the demon in the game but when the demon is in your head, you created it, its different and sometimes very difficult to forget. Why do you think you reacted the way you did? To me, video games are very personal. I dont just play for pleasure, it is an escape from reality. It is in this world where I like the rules, where things are possible. When I start a role-playing game, I actually feel I am the character. Everything around me (in the game) is real to some extent. If I die as the character I dont feel the physical pain but emotionally I feel certain discomfort. I dont like the idea of dying. The reward of winning is at stake, which means that if Im unable to escape a difficult situation it will make me agitated. And I need to let this emotion out. I have my room, my PS4, it’s my world and I can be freer than I am outside. Probably that is the reason why I used curse words and appeared tense. Why do you think they reacted the way they did? It is not an anomaly why he reacted differently. It is a good thing that the subject was my cousin, and I know him well. It is because he liked the virtual world better. He waits to get back home from work so he could just play his videogame. The pain, stress, discomfort, panic, fear, all those emotions are real for him when he is playing the videogame. There is certainly an effect from the videogame. The game designers are probably great psychologists that understand how to captivate the audience, how to make people addicted to virtual reality. They give people the release. A videogame is not just a play of colors and sound, it captures the emotions and gives the players catharsis. It is not more of an effect, it is an escape. The videogames let out the repressed side of the human personality, and violence is the most prominent side. Was there an effect? There is a lot of literature that suggests that violent video games make people more aggressive. The case of my cousin might be an exception. Probably the video games offer more of a catharsis than a catalyst compelling him to be more aggressive. The critics that say that violent video games make people aggressive should answer, why people listen to rock or heavy metal music? Does that music make them more violent or does it give them an escape? Isn’t it that they let out their emotions and the negative energy and then feel better afterwards? References Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological science, 12(5), 353-359. Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford University Press. Bandura, Albert (1963). Social learning and personality development. New York: Holt, Rinehart, and Winston. Albert Bandura (1971).  Social Learning Theory. General Learning Corporation. Retrieved 29 April 2015. http://www.jku.at/org/content/e54521/e54528/e54529/e178059/Bandura_SocialLearningTheory_ger.pdf Read More
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