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Apart from these two hypotheses, other exploratory investigations regarding participants’ characteristics and gameplay behaviour were conducted in post hoc analyses.
Thirty undergraduate university students volunteered to participate in the study, and they were administered a personality test, a values survey and a background information questionnaire before playing The Sims 2 for a total of 10 hours over a six-week span.
John Suler, a psychology professor at Rider University who is considered an expert on the psychology of cyberculture, explains the nature of The Sims, “Everyone gets the opportunity to create characters that reflect who we are, what we hope and dream, what we fear.
Wright provided an example of how the game is often used for self-expression: he once received a letter from a family that had just adopted a boy from Romania who would not talk about his previous family; only after the boy created his previous family in The Sims, did his foster parents understand how his family had functioned (Thompson, 2003).
Because projective tests are not as direct as traditional personality inventories, the intent of the test is not as clear to clients; therefore, they are less likely to fake their responses.
And because the stimuli presented are ambiguous, it is assumed the reports that clients give are reflections, or projections, of their own perceptions of themselves and the world (Aiken, 2003).
The implications of these results for the use of The Sims 2 as a projective test in clinical psychology settings are discussed.
When the videogame Mortal Kombat was released in 1993, a massive debate erupted over videogame violence.