Gestalt Cyberpsychology
The purpose of the present draft is to discuss cyberpsychology and to relate it to cyberspace. Gestalt psychologists were the first to notice certain rules governing the psyche, which they called the laws of perception. Gestalt psychology refers to a school of thought originating in Berlin, Germany. Indeed, psychology stands out as likely the most evident social discipline to turn to regarding virtual worlds. After all, a lot in the online gaming communities has to with the mind and imagination. Still, most psychologists agree that these digital societies may aid individuals to gain valuable socio-cognitive skills, while use of games in education, training and simulation remains widespread.
Further, Websites representing online communities and societies may provide individuals with a sort of second, alternate life in the virtual, Internet world. Indeed, such online communities represent a sort of imaginary, simulated world, with its own structure, groups, opportunities, self-images, and most likely, caveats. Thus, cyberpsychologists would look at something like the aforementioned. Interestingly, cyberpsychology looks at the mind and behaviour as they are expressed in cyberspace. Further, even before computerized tests, imagery was used by psychologists in projective tests. In such psychological assessments, the responder is asked to tell a story based on an image, or to describe the object in the picture. The Rorschach test, or inkblot test, represents one such example.
Cyberreality. Cyberspace and Cyberpsychology. Illustration: Megan Jorgensen (Elena) |
Amazingly, the graphic design and computer generated imagery (CGI) industries similarly involve a lot of psychological theory. To illustrate, alongside Disney animators’ heuristics for animation (Johnston & Thomas, 1981), there appear to be similar rules of thumb when it comes to video game design. Naturally, the worlds of animation and video gaming are very close, both can be 2D and 3D, use avatars and graphics. Consequently, Pinelle et al. (2008) outline the following items that should contribute to a successful (and thus, entertaining, challenging, stimulating and not too difficult, repetitive or tedious) computer, video or console game: consistency, customizability, predictability, proper views, opportunities skipping non-playable content, input mappings, controls, game status, training and help, in addition to visual representations and appealing computer graphics. Nonetheless, the authors warn that their proposed principles may apply to only certain categories of games.
Alternatively, social psychology is a branch of psychology concentrating on events unfolding in the social world, a complex environment. The appearance of social media and social sharing platforms created many novel opportunities for people to interact; however, some authors believe that excessive socializing online may actually reduce the number of quality interpersonal interactions in real life. To date, much research has been conducted on the subject of online communication and relationship building. For instance, a study examined the relationship between social media users’ personalities and their self-presentation online. In the study, participants Facebook images and status updates were analyzed to code how they chose to present themselves to the world.
Additionally, in other studies involving the same social networking Website, Facebook, users were asked to problem solve, answer interview questions or recall information after looking at others’ vacation photos. Interestingly, psychology research shows that people often feel envious when browsing through acquaintances’ online photo galleries, since digital image sharing permits to project an illusory, utopian vision of one’s lifestyle. Not surprisingly, in such experiments, responders solved problems quicker and more efficiently, provided better answers at job interview simulations and reenactments, and remembered more of what they saw after being prompted by photographs evoking envy and jealousy. Theorizing, researchers postulated that envy may result in better problem solving due to a consequent increase in cognitive activity. Therefore, the present written discussion aims at outlining some of the arguments surrounding the psychology and cyberspace debate.
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