Tag Archives: video games

University of Michigan study: How video games affect classroom teaching

18 Dec

Jordan Shapiro reported in the PJ Tech article, Study Shows Video Games’ Impact On Face-to-face Teaching:

In the past, I have covered many studies that look at the efficacy of game based learning. But a recent study from A-GAMES, a collaboration between New York University and the University of Michigan, is significant because it looks at the way games impact the learning experience and the relationship between teacher and student. It does this by considering how digital games support ‘formative assessment’ — a term educators and researchers use to describe “the techniques used by teachers to monitor, measure, and support student progress and learning during instruction.” It may sound fancy but “formative assessment” really just refers to the ongoing attention that all good teachers have always provided their students, monitoring student learning and offering ongoing and specific feedback.

A-GAMES stands for Analyzing Games for Assessment in Math, ELA/Social Studies, and Science. The project is one among many games and learning research projects funded by the Bill and Melinda Gates Foundation.

The study, entitled “Empowering Educators: Supporting Student Progress in the Classroom with Digital Games,” was undertaken by Jan Plass at NYU and Barry Fishman at University of Michigan. Surveying 488 K-12 teachers from across the U.S., they found that “more than half of teachers (57 percent) use digital games weekly or more often in teaching, with 18 percent using games for teaching on a daily basis. A higher percentage of elementary school teachers (66 percent for grade K-2 teachers and 79 percent for grade 3-5 teachers) use games weekly or more often for teaching, compared with middle school (47 percent) and high school (40 percent) teachers.”

These numbers are more or less consistent with previous studies. particularly the Level-up Learning study that the Joan Ganz Cooney Center at Sesame Workshop issued this past fall. That study focused on teachers and how their thinking about digital games in the classroom impacts actual implementation. This A-GAMES study, alternatively, is looking in more detail at the way games impact the teacher’s ability to provide personalized attention, assessment, and feedback to individual students.

The NYU/University of Michigan study found that on a weekly basis, 34 percent of teachers use games to conduct formative assessment. What are they assessing? Facts and knowledge; concepts and big ideas; mastery of specific skills. And they are doing formative assessment with games in the same way they do it with other classroom activities: observing students in class; asking probing questions; looking over their shoulders. All of this suggests that “using digital games may enable teachers to conduct formative assessment more frequently and effectively.” Game based learning seems to be aiding and supporting existing strategies rather than radically transforming the practice of teaching…

http://pjtec.info/study-shows-video-games-impact-on-face-to-face-teaching/

The University of Michigan reports the key findings:                                                                                             Key Findings

If digital games are to play a key role in classroom instruction, they must support core instructional activities. Formative assessment — techniques used by teachers to monitor, measure, and support student progress and learning during instruction — is a core practice of successful classrooms. The A-GAMES project (Analyzing Games for Assessment in Math, ELA/ Social Studies, and Science) studied how teachers actually use digital games in their teaching to support formative assessment.

In Fall 2013, 488 K-12 teachers across the United States were surveyed about their digital game use and formative assessment practices to gain insight into their relationship to one another. The survey explored three areas:

Our results reveal that the way teachers use digital games for formative assessment is related to their overall formative assessment practices. Using digital games as part of instruction may enable teachers to conduct formative assessment more frequently and more effectively.                                                 http://gamesandlearning.umich.edu/a-games/key-findings/

This study is interesting because it looks at how video games allow personalized interaction in the classroom.

Elena Malykhina of Scientific American wrote in Fact or Fiction?: Video Games Are the Future of Education:

If educational video games are well executed, they can provide a strong framework for inquiry and project-based learning, says Alan Gershenfeld, co-founder and president of E-Line Media, a publisher of computer and video games and a Founding Industry Fellow at Arizona State University’s Center for Games and Impact. “Games are also uniquely suited to fostering the skills necessary for navigating a complex, interconnected, rapidly changing 21st century,” he adds.

Digital literacy and understanding how systems (computer and otherwise) work will become increasingly important in a world where many of today’s students will pursue jobs that do not currently exist, says Gershenfeld, who wrote about video games’ potential to transform education in the February Scientific American. Tomorrow’s workers will also likely change jobs many times throughout their careers and “will almost certainly have jobs that require some level of mastery of digital media and technology,” he adds….

Perhaps the biggest impact of video games will be on students who have not responded as well to traditional teaching methods. Nearly half of the teachers surveyed say it is the low-performing students who generally benefit from the use of games, and more than half believe games have the ability to motivate struggling and special education students.

http://www.scientificamerican.com/article/fact-or-fiction-video-games-are-the-future-of-education/

See, Teachers Surveyed on Using Digital Games in Class       http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/

As with any instructional technique, there are pros and cons.

Justin Marquis Ph.D. writes in the Classroom Aid article, Debates about Gamification and   Game-Based Learning(#GBL) in Education:

The Negatives

Those who have both feet firmly in the anti-gamification camp most often argue that there are no empirical studies that demonstrate real learning from games or that the skills learned in game play do not translate to the real world. That said, however, there are real negatives that can be associated with the introduction of gamification into education:

  • Cost – A fully game-based curriculum, or even one that relies heavily on games, represents a substantial increase in cost over standard book/paper/pencil education. For starters, there is the cost of the equipment, the cost of the software, and the additional expense of training teachers in the most effective pedagogical use of the medium.
  • Distraction from other objectives – The idea that playing games pulls learners from other more valuable skills must also be addressed. The underlying premise here is that games are fairly limited in their content and the context that they present for learning. This is true….
  • Social isolation – One of the biggest ongoing criticisms of games, and technology in general, is that it promotes anti-social behavior and isolates individuals. While some of this may have been true prior to the explosion of Web 2.0 technologies, it certainly is not any longer.  The focus of most new games is in social play. While players may not be interacting face-to-face they are interacting nonetheless. In fact, these technologically mediated interactions mirror much of the real-world communication that drives our personal lives and business. The process and social norms taught by these interactions represent very real and useful skills that translate perfectly outside of games.
  • Shortened attention span – This is the criticism of all modern media, and probably was a criticism of books when Guttenberg first started mass producing them. New technologies necessitate new ways of viewing the world and the nature of knowledge. Computer games are no different. The often rapid pace of action and the immediate feedback can make people expect the same kinds of fast-paced, instantaneous response of all things….

The Positives

While the limitations above are daunting and require significant shifting of educational and societal priorities in order to be overcome, they are worth addressing, particularly if weighed against the positive effects of gamification.

  • Technological literacy – Game play promotes literacy at many different levels, from technological to socio-emotional. At the very minimum, game play supports the development of skills necessary to run a computer, but it really goes far beyond that, as the installation, upkeep, and networking required for much game play also promotes high-level literacy skills in students (Marquis, 2009).
  • Multitasking mentality – The reality of our world is that we all multitask to a certain extent, splitting our attention between multiple screen, devices, and stimuli constantly. Games enhance this ability by forcing players to balance multiple kinds of inputs simultaneously in order to be successful. Try the fun multitasking game at the end of this post to see how well you can focus on multiple inputs.
  • Teamwork – While the isolationist tendencies of gamers have long been a popular stereotype, many current games are built on a social networking paradigm that not only allows for teamwork and collaborative play, but often requires it to be successful. This is one of the key skills required for working in a hyper-connected global economy.
  • Long-range planning – While the critique of games is that they shorten players’ ability to concentrate for extended periods of time, the opposite is actually true. Game designer and researcher Jane McGonigal refers to the hyper-intense and prolonged focus that gamers can experience in well-designed games and sees importance in the concept of “blissful productivity,” where players become so absorbed in the game that they lose track of time while working hard to achieve goals….
  • Individualized instruction – Because GBL focuses on each student playing and learning for themselves, individualized instruction is a natural part of the equation. This means two things; each student can work towards mastery, and each student can work at their own pace.

Many successful educators try to appeal to their students’ interest in order to engage them. With so many children and adults currently playing video games, games represent a natural way for teachers to reach a larger audience and have fun at the same time….                                                                   http://classroom-aid.com/2013/04/07/debates-about-gamification-and-game-based-learninggbl-in-education/

There should not be a one size fits all education system. For some children, video games are an appropriate education strategy.

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Ohio State University study: Video games negatively affect the white player’s views of blacks

22 Mar

The Center for Sport Policy and Conduct (Sport Center) at Indiana University, Bloomington has excellent capsule definitions of violence, aggression, and deviance According to the Sport Center violence is defined as:

Violence can be seen as a form of physical assault based on an intent to injure another person or destroy the property of others. To continue this definition, “violence in sport violates the norms and rules of the contest, threatens lives and property, and usually cannot be anticipated by the persons affected” (Smith, 1983, p. 6). http://www.indiana.edu/~cspc/violence.htm

Aggression is defined as:

Aggression can be generally defined as all behavior intended to destroy another person’s property or to injure another person, physically or psychologically. It has been reported that action has to violate norms and rules shared by society in order to be defined as aggressive. Several experiments (Tedeschi, Gaes, & Rivera, 1977) found that a protagonist who intends to cause injury is only judged by witnesses to be aggressive when his behavior is also judged to be antinormative; in other words, when they are opposing the social rules that apply to that particular situation. Judgment is the same when the action or “intent to injure” constitutes a response to a previous provocation. If, however, the action exceeds the preceding deed, the revenge is viewed as excessive and judged as inappropriate and aggressive.

Deviance is defined as “Deviant behavior is usually that which departs from the norm; anything that goes against the accepted societal standards could be classified as such.”

Benjamin Fearnow of CBS reported in the story, Study: Violent Video Games Encourage Racist, Aggressive Attitudes Toward Blacks:

Violent video games encourage negative racial attitudes and thoughts, with white game players displaying stronger implicit and explicit aggressive attitudes toward blacks when they play as black characters.
A new study from researchers at The Ohio State University and the University of Michigan finds that white gamers who played as black avatars exhibited more racist sentiments, including connections made between blacks and weapons and photos of black people being linked to words such as “horrible” and “evil.”
“This is a very troubling finding,” the researchers write in the journal Social Psychological and Personality Science.
“Our research suggests that people who play violent video games as violent black characters are more likely to believe that blacks are violent people,” writes a research team led by Grace Yang of the University of Michigan and Brad Bushman of the Ohio State University. “Playing a violent video game as a black character reinforces harmful stereotypes that blacks are violent.”
The study examined the effects of playing violent video games as a black avatar (versus a white character) on racial stereotypes and aggression. Games such as Grand Theft Auto V and Saints Row 2 allow players to choose the race of their character, and the study findings suggest that a player’s aggression against others is increased “immediately afterwards” in some cases, “even more than playing a violent game as white characters would.” http://cleveland.cbslocal.com/2014/03/21/study-violent-video-games-encourage-racist-aggressive-attitudes-toward-blacks/

Citation:

Effects of Avatar Race in Violent Video Games on Racial Attitudes and Aggression
1. Grace S. Yang1
2. Bryan Gibson2
3. Adam K. Lueke2
4. L. Rowell Huesmann1
5. Brad J. Bushman3,4⇑
1. 1University of Michigan, Ann Arbor, MI, USA
2. 2Central Michigan University, Mount Pleasant, MI, USA
3. 3The Ohio State University, Columbus, OH, USA
4. 4VU University Amsterdam, Amsterdam, Netherlands
1. Brad J. Bushman, The Ohio State University, 3127 Derby Hall, 154 North Oval Mall, Columbus, OH 43210, USA. Email: bushman.20@osu.edu
Abstract
The media often link Black characters and violence. This is especially true in video games, in which Black male characters are virtually always violent. This research tested the effects of playing a violent game as a Black (vs. White) avatar on racial stereotypes and aggression. In Experiment 1, White participants (N = 126) who played a violent video game as a Black avatar displayed stronger implicit and explicit negative attitudes toward Blacks than did participants who played a violent video game as a White avatar or a nonviolent game as a Black or White avatar. In Experiment 2, White participants (N = 141) who played a violent video game as a Black (vs. White) avatar displayed stronger implicit attitudes linking Blacks to weapons. Implicit attitudes, in turn, related to subsequent aggression. Black violent video game avatars not only make players more aggressive than do White avatars, they also reinforce stereotypes that Blacks are violent.

Here is the press release from Ohio State:

Playing As Black: Avatar Race Affects White Video Game Players
Whites act more aggressively after they play as black avatars
COLUMBUS, Ohio – What happens when white video game players see themselves as black characters in a violent game?
A new study suggests some disturbing answers: It makes the white players act more aggressively after the game is over, have stronger explicit negative attitudes toward blacks and display stronger implicit attitudes linking blacks to weapons.
These results are the first to link avatar race in violent video games to later aggression, said Brad Bushman, co-author of the study and professor of communication and psychology at The Ohio State University.
And it raises another troubling impact that violent video games can have on players, he said.
“Playing a violent video game as a black character reinforces harmful stereotypes that blacks are violent,” Bushman said.
“We found there are real consequences to having these stereotypes – it can lead to more aggressive behavior.”
The results appear online in the journal Social Psychological and Personality Science and will be published in a future print edition.
The study involved two related experiments. In the first, 126 white university students (60 percent males) played the violent game Saints Row 2. They were randomly assigned to play the game either as a black or white male avatar.
Before the participants arrived, the researchers set up the game with the black or white avatar and rotated the game view so that the avatar was visible to the participant when he or she started playing.
The participants were assigned to play with a violent goal (break out of prison) or a nonviolent goal (find a chapel somewhere in the city without harming others).
Afterward, those who played with the violent goal and as a black avatar showed stronger explicit negative attitudes toward blacks than did those who played as a white avatar. For example, those who played as a black avatar were more likely to agree with the statement “It’s really a matter of some people not trying hard enough; if blacks would only try harder they could be just as well off as whites.”
But the negative attitudes weren’t just explicit. All participants took the Implicit Association Test (IAT), which is designed to reveal unconscious bias. During this test, researchers measure how quickly participants link a white or black face with a “good” word (joy, love, peace) or a “bad” word (terrible, horrible, evil). If it takes a participant longer to link a black face to good words than it does to link a white face, then that is considered showing more negative attitudes toward blacks.
Results showed that participants who played the violent version of the game as a black avatar were more likely to associate black faces with negative words on the IAT than were those who played as a white avatar.
“The media have the power to perpetuate the stereotype that blacks are violent, and this is certainly seen in video games,” Bushman said.
“This violent stereotype may be more prevalent in video games than in any other form of media because being a black character in a video game is almost synonymous with being a violent character.”
This stereotype can affect people’s actions, as found in the second experiment.
In this study, 141 white college students (65 percent female) played one of two violent games: WWE Smackdown vs. RAW 2010 or Fight Night Round 4. These games both used a third-person perspective, allowing the player to see his or her avatar’s race throughout the game.
Again, participants were assigned to play as a black or a white avatar. After playing, the participants completed another version of the IAT, which took an implicit measure of the stereotype that blacks are violent. In this version, photos of black and white male and female faces were paired with photos of weapons or harmless objects like a cell phone or camera.
The students who played the game as a black avatar were more likely to associate black faces with weapons than were students who played as a white avatar.
But this study went further by finding that participants who played a violent game as a black avatar acted more aggressively against a partner than did those who played as a white avatar.
“Playing a violent video game as a black character reinforces harmful stereotypes that blacks are violent.”
This part of the study involved a test that researchers have used since 1999 to measure aggression. Participants had the opportunity to force an unseen partner (who didn’t actually exist) to eat hot sauce after the partner revealed that he or she strongly disliked spicy food.
Those who played the violent game as a black avatar gave their partner 115 percent more hot sauce than did those who played as a white avatar.
In a statistical analysis, Bushman found that participants’ implicit attitudes that blacks are violent was linked to their actual aggressive behavior after the game was turned off.
“This suggests that playing a violent video game as a black avatar strengthens players’ attitudes that blacks are violent, which then influences them to behave more aggressively afterward,” he said.
Bushman noted that this study shows that it doesn’t always help white people to take the perspective of a black person.
“Usually, taking the perspective of a minority person is seen as a good thing, as a way to evoke empathy,” Bushman said. “But if white people are fed a media diet that shows blacks as violent, they don’t have a realistic view of black people. It isn’t good to put yourself in the shoes of a murderer, as you do in many of these violent games.”
Bushman conducted the study with Grace S. Yang and L. Rowell Huesmann of the University of Michigan and Bryan Gibson and Adam K. Leuke of Central Michigan University.
Contact: Brad Bushman, (614) 688-8779; Bushman.20@osu.edu
Written by Jeff Grabmeier, (614) 292-8457; Grabmeier.1@osu.edu

Moi wrote in So, we’re all wearing hoodies now? It really is about stereotypes:
The death cult of hip-hop has been on a lot of people’s radar for the past few years. Because of artistic freedom and the romanticizing of some hip-hop and rap stars, those sounding the alarm about this death cult have been labeled as prudes, nervous ninnies, and anti-free speech. A 2005 Nightline story by Jake Tapper and Marie Nelson looked at the links between corporate America and hip-hop

“The blueprint now is an image that promotes all of the worst aspects of violent and anti-social behavior,” said Source editor Mays. “It takes those real issues of violent life that occur in our inner cities, it takes them out of context.”
Attorney Londell McMillan, who represents Lil’ Kim and many other hip-hop performers, says the record labels and radio stations push the artists toward a more violent image. “They all seek to do things that are extraordinary,” he said, “unfortunately it’s been extraordinarily in the pain of a people. They are often encouraged to take a certain kind of approach to the art form.”
Added NYPD Commissioner Kelly, “Whereas some of the other violence was sort of attendant to the business itself, now I think they’re trying to exploit it and make money off of it.”
But C-Murder says if he projected a more benign image his career would be over. “I wouldn’t sell a record because my fans would know that’s not me,” he said. “They don’t expect me to just sit in that booth and write about stuff that the news or the media want to hear about.”
Record executive Dash adds there is a double standard between predominantly black and predominantly white music. “I remember Woodstock Part II was a mess,” Dash said, referring to the 1999 rock ‘n’ roll concert festival that exploded in a mass of riots and rapes. But, Dash said, “nothing more about it than that” transpired. “There wasn’t any new laws, there wasn’t any investigations. It just was.” http://abcnews.go.com/Nightline/News/story?id=694982

Lest you think I am anti-capitalism, the real kind, not the corporate welfare of Goldman Sachs and JP Morgan Chase, you are wrong. Most inner city neighborhoods and poor regions like Appalachia and Mississippi desperately need investment and capital to encourage entrepreneurs. As the motto of Homeboy Industries states, the best defense against violence is a job.
Moi has been railing against the hip hop culture for years because it is destructive, produces violence, but just as important it stereotypes Blacks whether they participate in hip hop culture or not. Geraldo Rivera got excoriated for suggesting that Trayvon Martin was shot because of his hoodie. Jack Mirkinson reports in the Huffington Post article, Trayvon Martin Hoodie Comments: ‘Half Of It Is The Way The Young Men Look’ (VIDEO):

The Fox News host caused a firestorm on Friday morning when he said that Martin was shot to death in part because he was wearing a hoodie. “I’ll bet you money, if he didn’t have that hoodie on, that nutty neighborhood watch guy wouldn’t have responded in that violent and aggressive way,” he said.
Instant outrage, and a fair amount of ridicule, followed. Rivera admitted that his own son told him he was ashamed of him. But he stood staunchly behind his comments when speaking to O’Reilly. The two began talking about New York’s controversial “stop and frisk” laws, which disproportionately affect people of color. Rivera said he supported the laws, and then brought up hoodies again.
“I’m telling you, half of it is the way the young men look,” he said. “…If a cop looks at three kids on the corner, and they’ve got those hoodies up — and this is where I got in trouble with the Trayvon Martin case — if they’ve got those hoodies up, and they’re hanging out on the corner, the cops look at them and say, ‘Hmm, hoodies. Who else wears hoodies? Everybody that ever stuck up a convenience store, D.B. Cooper, the guy that hijacked a plane, Ted Kaczynski, the Unabomber…’” http://www.huffingtonpost.com/2012/03/24/geraldo-rivera-trayvon-martin-hoodie-comments_n_1377014.html?ref=email_share

Moi wonders how many of those who were so up in arms about Rivera’s comments have practical experience living in an urban environment. Moi is a bus chick and takes the bus all over Seattle. From observation, moi can tell you that when a group of young men wearing hoodies boards the bus a considerable number of folks exit at the next stop. Or, what about the observation that in large corporate office buildings people don’t want to be the lone person to enter an elevator alone with with a well-dressed Black man. It is about perception of culture and stereotypes. https://drwilda.com/tag/how-hip-hop-holds-blacks-back/

Resources:

A Dozen Things Students Can Do to Stop School Violence http://www.sacsheriff.com/crime_prevention/documents/school_safety_04.cfm

A Dozen Things. Teachers Can Do To Stop School Violence. http://www.ncpc.org/cms-upload/ncpc/File/teacher12.pdf

Preventing School Violence: A Practical Guide

Click to access psv.pdf

Related:
Stanford University study: Sexualization of women in the tech world
https://drwilda.com/tag/how-using-sexy-female-avatars-in-video-games-changes-women/

Two studies: Social media and social dysfunction https://drwilda.com/2013/04/13/two-studies-social-media-and-social-dysfunction/

Brock University study: Violent video games can delay children’s moral judgment https://drwilda.com/2014/02/07/brock-university-study-violent-video-games-can-delay-childrens-moral-judgment/

Where information leads to Hope. ©Dr. Wilda.com

Dr. Wilda says this about that ©
Blogs by Dr. Wilda:

COMMENTS FROM AN OLD FART© http://drwildaoldfart.wordpress.com/

Dr. Wilda Reviews © http://drwildareviews.wordpress.com/

Dr. Wilda © https://drwilda.com/

Stanford University study: Sexualization of women in the tech world

21 Oct

Here’s today’s COMMENT FROM AN OLD FART: Eliana Dockterman reported in the Time article, How Using Sexy Female Avatars in Video Games Changes Women:

It’s not “just a game.”

The debate over whether we should worry about little boys playing violent video games never seems to die down. But maybe we should be fretting just as much about little girls playing those same games. Women who used sexy avatars to represent themselves in video games were more likely to objectify themselves in real life. Not only that, they were more likely to accept what’s called rape myth — i.e., the idea that a woman is in some way to blame for her rape — according to a Stanford study published on Oct. 11 in Computers and Human Behavior.

We’ve known for a long time that the oversexualization of women has a negative impact on the female psyche: one experiment asked women to try on either a bikini or a sweater; those who tried on a bikini reported feeling shame about their bodies and performed more poorly on a math test than their sweater-wearing counterparts. And studies have shown that sexualization of women in the media can negatively impact young girls’ body image. It’s for that very reason that moms worry about their daughters watching the Video Music Awards.

But playing Lara Croft — the wasp-waisted, impossibly large-breasted protagonist in the Tomb Raider video-game series who fights bad guys in an ever-so-practical tight tank top and short shorts — might be worse than watching Miley Cyrus twerking in a bikini. Researchers have demonstrated that embodying characters in virtual worlds has a stronger effect on gamers than just passively watching a character; game play can influence off-line beliefs, attitudes and action thanks to a phenomenon called the Proteus effect in which an individual’s behavior conforms to their digital identity.

And if your avatar resembles you (i.e., you’re playing with a dopplegänger), the game can make an even greater impression. Previous studies have shown playing with a dopplegänger can lead the user to replicate the dopplegänger’s eating patterns, experience physiological arousal or prefer a brand of product endorsed by the dopplegänger. Given that connection, this new study looked at whether embodying sexualized female avatars online changed women’s behavior.

The Stanford researchers asked 86 women ages 18 to 40 to play using either a sexualized (sexily dressed) avatar or a nonsexualized (conservatively dressed) avatar. Then, researchers designed some of those avatars to look like the player embodying them.

Those women who played using sexualized avatars who looked like them were more accepting of the rape myth, according to the study. After playing the game, women responded to many questions with answers along a five-point scale (from “strongly disagree” to “strongly agree”), including, “In the majority or rapes, the victim is promiscuous or has a bad reputation.” Those who played sexy avatars who looked like themselves were more likely to answer “agree” or “strongly agree” than those women who had nonsexy avatars who did not look like them.

Participants were also asked to freewrite their thoughts after the study. Those with sexualized avatars were more likely to self-objectify in their essays after play.
http://healthland.time.com/2013/10/14/how-using-sexy-female-avatars-in-video-games-changes-women/#ixzz2iO2AozzM

Here is the citation for the study:

Computers in Human Behavior The embodiment of sexualized virtual selves: The Proteus effect

and experiences of self-objectification via avatars

Jesse Fox⇑

, Jeremy N. Bailenson1

, Liz Tricase 2

Department of Communication, Stanford University, Stanford, CA 94040, USA

http://vhil.stanford.edu/pubs/2013/fox-chb-sexualized-virtual-selves.pdf

Moi wrote in Sexualization of girls: A generation looking much too old for their maturity level:

Just ride the bus, go to the mall or just walk down a city street and one will encounter young girls who look like they are ten going on thirty. What’s going on with that? Moi wrote about the sexualization of girls in Study: Girls as young as six think of themselves as sex objects:

In Children too sexy for their years, moi said:

Maybe, because some parents may not know what is age appropriate for their attire, they haven’t got a clue about what is appropriate for children. There is nothing sadder than a 40 something, 50 something trying to look like they are twenty. What wasn’t sagging when you are 20, is more than likely than not, sagging now.

Kristen Russell Dobson, the managing editor of Parent Map, has a great article in Parent Map. In Are Girls Acting Sexy Too Young?

http://www.parentmap.com/article/are-girls-acting-sexy-too-young

The culture seems to be sexualizing children at an ever younger age and it becomes more difficult for parents and guardians to allow children to just remain, well children, for a bit longer. Still, parents and guardians must do their part to make sure children are in safe and secure environments. A pole dancing fourth grader is simply unacceptable.

Moi loves fashion and adores seeing adult looks on adults. Many 20 and 30 somethings prefer what I would charitably call the “slut chic” look. This look is questionable fashion taste, in my opinion, but at least the look involves questionable taste on the part of adults as to how they present themselves to the public. https://drwilda.wordpress.com/2011/11/11/children-too-sexy-for-their-years/

https://drwilda.com/tag/study-girls-as-young-as-6-are-thinking-of-selves-as-sex-objects/

Steve Biddulph wrote in the Daily Mail article, The corruption of a generation: In a major Mail series, a renowned psychologist argues that our daughters are facing an unprecedented crisis… sexualisiation from primary school age:

Over the past few years, I’ve discussed the issue of modern girlhood with numerous friends and colleagues, and everyone has observed the same phenomenon: girls are simply growing up too fast.

To put it bluntly, our 18 is their 14. Our 14 is their 10. Never before has girlhood been under such a sustained assault — from ads, alcohol marketing, girls’ magazines, sexually explicit TV programmes and the hard pornography that’s regularly accessed in so many teenagers’ bedrooms.

The result is that many girls effectively lose four years of crucial development, which may take years in therapy to retrieve. Meanwhile, these girls are filling our mental clinics, police stations and hospitals in unprecedented numbers. Not only that, but having sex with lots of different boys is not good for their bodies. Levels of sexual infections are soaring — including chlamydia, which may affect their fertility.

Less well-known is the fact that the rapid surge in the numbers of girls who perform oral sex is leading to a far greater incidence of mouth and throat cancers.

So why are so many girls succumbing to sexual pressures? And what can we, as parents, do to protect our daughters from the very real perils of our modern world?

The first thing to be said is that the current generation is, at least in one unenviable sense, utterly unique: it’s the first to grow up exposed to hard-core pornography.

Sexting: Girls as young as ten years old are now sending sexual images of themselves on their phones (picture posed by models)

In a recent survey, 53 per cent of girls under 13 reported that they had watched or seen porn. By the age of 16, that figure rose to 97 per cent.

‘My child wouldn’t go looking for porn,’ you may say. But your child doesn’t have to be looking: porn will find them….

SOME TOP TIPS ON HOW TO KEEP YOUR DAUGHTERS SAFE

Remove all digital media from your daughter’s bedroom, including the TV. Have a rule that all members of the family charge and leave their phones in the kitchen each night.

Make sure she’s using the maximum privacy settings online. Some parents make it a condition that for a child to have an account on social media, she must have you as a ‘friend’.

Know the rules. Children aren’t supposed to have a Facebook account until they’re 13. They may feel left out, but you need to be firm.

Either download or have devices installed on your home computers that filter out porn. Ask your daughter to use her computer only in the kitchen, study or living room.

Set limits on time allowed for social networking.

Keep the channels of communication open, so that if your daughter sees something online which distresses her, she won’t be ashamed to tell you about it. If you suspect that your daughter is visiting sites that are harmful, raise it with her. Intervene.

Know the law. If an 18-year-old posts sexualised images of younger people, he or she is at risk of criminal charges.

Never snoop around in your daughter’s bedroom — but do check her phone if you suspect she’s being sent sexual texts or images. Sexting is public behaviour, because anyone can view images or texts and pass them on. And parents have a better understanding of the possible consequences. http://www.dailymail.co.uk/femail/article-2264781/Corrupting-generation-In-new-major-Mail-series-renowned-psychologist-Steve-Biddulph-argues-daughters-facing-unprecedented-crisis.html#ixzz2IRmlHbbz

http://drwildaoldfart.wordpress.com/2013/01/19/sexualization-of-girls-a-generation-looking-much-too-old-for-their-maturity-level/

Here is the press release from Stanford about the study;

Stanford Report, October 10, 2013

Sexualized avatars affect the real world, Stanford researchers find

A Stanford study shows that after women wear sexualized avatars in a virtual reality world, they feel objectified and are more likely to accept rape myths in the real world. The research could have implications for the role of female characters in video games.

BY CYNTHIA MCKELVEY

Researchers at Stanford’s Virtual Human Interaction Lab are delving into questions posed by sexualized depictions of women in video games.

Specifically, do female players who use provocatively dressed avatars begin to see themselves more as objects and less as human beings? Jeremy Bailenson, the director of the Virtual Human Interaction Lab at Stanford, has found a way to use virtual reality to answer that question.

This and other issues take on real-world significance as the numbers of female video game players rise despite the industry’s general lack of relatable female characters and as notoriously violent video games (such as the popular Rockstar Games series, Grand Theft Auto V) continue their rise in popularity.

“We often talk about video game violence and how it affects people who play violent video games,” Bailenson said. “I think it’s equally important to think about sexualization.”

Bailenson is particularly interested in the Proteus Effect: how the experience of acting in a virtual body, known as an avatar, changes people’s behavior in both the virtual and real worlds. For example, when someone wears an avatar that is taller than his actual self, he will act more confidently. People who see the effects of exercise on their bodies in the virtual world will exercise more in the real world.

Proteus Effect and sexualization

Bailenson and co-author Jesse Fox published a research paper in the journal Computers in Human Behavior that examined how becoming a sexualized avatar affected women’s perceptions of themselves. Participants donned helmets that blocked out the real world, immersing them in a virtual world of 3-D sight and sound. Motion sensors on their wrists and ankles allowed for the lab’s many infrared cameras to record their motions as they moved identically in both worlds.

Once in the new world, each participant looked in a virtual mirror and saw herself or another woman, dressed provocatively or conservatively. The avatar’s movements in the mirror perfectly copied the participant’s actual physical movements, allowing her to truly feel as if she occupied that body.

The researchers then introduced a male accomplice into the virtual world to talk to the participant. What seemed like a normal, get-to-know-you conversation was actually an assessment of how much the women viewed themselves as objects. Women “wearing” the sexualized avatars bearing their likenesses talked about their bodies, hair and dress more than women in the other avatars, suggesting that they were thinking of themselves more as objects than as people.

After their time in the virtual world, the participants filled out a questionnaire rating how much they agreed with various statements. Bailenson and Fox folded rape myths such as “in the majority of rapes, the victim is promiscuous or has a bad reputation” into the questionnaire. Participants rated how much they agreed or disagreed with the statements.

The participants who had worn the sexualized avatars tended to agree with rape myths more than the women who had worn the non-sexualized avatars. Women in sexualized avatars whose faces resembled their own agreed with the myths more than anyone else in the study.

Becoming the protagonist

The Entertainment Software Association estimates that across mobile, PC and console platforms, 45 percent of American gamers are female. But few game titles feature female protagonists. In many popular games in this fast-growing industry, female characters are in the minority; more often than not, they are sexualized.

Many female gamers assert that gaming culture is not welcoming to women. The websitenotinthekitchenanymore.com collects user-submitted accounts of sexual harassment women experience in online platforms such as Xbox Live. When women critique sexism in games and gamer culture, they are often dismissed or even bullied. Pop-culture critic Anita Sarkeesian faced a barrage of cyber-bullying – including threats of rape and death – for announcing a project examining common tropes of female characters in video games.

Some gamers maintain that virtual worlds and the real world remain mutually exclusive, but the research by Bailenson and Fox suggests differently. “It changes the way you think about yourself online and offline,” Bailenson said. “It used to be passive and you watched the characters. You now enter the media and become the protagonist. You become the characters.”

Cynthia McKelvey is an intern at the Stanford News Service

Media Contact

Dan Stober, Stanford News Service: (650) 721-6965, dstober@stanford.edu

Dr. Wilda has been just saying for quite a while.

Resources

Popwatch’s Miley Cyrus Pole Dance Video

http://popwatch.ew.com/2009/08/10/miley-cyrus-pole-dancing-at-the-teen-choice-awards-rather-unfortunate-yes/

Baby Center Blog Comments About Miley Cyrus Pole Dance

http://blogs.babycenter.com/celebrities/billy-ray-cyrus-defends-mileys-artistic-pole-dancing/

The Sexualization of Children

http://www.tellinitlikeitis.net/2009/03/the-sexualization-of-children-and-adolescents-epidemic.html

Related:

Let’s speak the truth: Values and character training are needed in schools

http://drwildaoldfart.wordpress.com/2013/03/02/lets-speak-the-truth-values-and-character-training-are-needed-in-schools/

Do ‘grown-ups’ have to be reminded to keep their clothes on in public? Apparently so

http://drwildaoldfart.wordpress.com/2013/02/09/do-grown-ups-have-to-be-reminded-to-keep-their-clothes-on-in-public-apparently-so/

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