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INTRODUCTION - MENTAL HEALTH [GAME OVER]

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INTRODUCTION - MENTAL HEALTH [GAME OVER]

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Welcome to our mental health time over exhibition.

Here you will find a diverse group of art works that are all linked together with our main idea which is to emphasise the mental problems that can cause an extreme abuse of video games.
We used a combination of drawings and pictures using different techniques to engage our public and make awareness of the issue that’s been increasing during the time.
Our public will have the opportunity to experience a travel in time as our exhibition will be shown in a new digital format using a time machine where they will be able to go to the time where the problems arose and get some context of how the society thought then so they can compare the different points of view between that time and their own.
We also wanted to give a message in contrast to our main idea about all the positive things that can be created and used with technology.

We’ve decided to pick this topic because of the concerning number of mental problems that were having in these days and make people realize that these problems have been going on for a while but because of the advance of technology and the change of society’s mind these issues had become a big concern as they’ve been the reason for most of the mental illness nowadays.

We wanted to give an educative message to society I hope you enjoy and have an amazing experience with our mental health time over exhibition.

Reality distortion is when the affected person confuses an imaginary reality that’s in their mind and make them do direct or indirect actions, in our case some people get into the game too much, so their brain won’t know the difference between the game and reality, so they create their own reality making them do things that they don’t have knowledge of.

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Reality distortion is when the affected person confuses an imaginary reality that’s in their mind and make them do direct or indirect actions, in our case some people get into the game too much, so their brain won’t know the difference between the game and reality, so they create their own reality making them do things that they don’t have knowledge of.

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Violent video games "alter brain function in young people"

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Fanaticism in videogames its very usual, playing through couple hours and being another person in this virtual world leads people to relate to those characters. Such its the fanaticism that they want to belong even more to those videogames. This is how borns the creepypastas, which are stories created by fans that its purpose its to move them to the real world; mostly with a terror genere.

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Hypersexualization is the obsession with highlighting sexual attributes above all other qualities that an individual may have.
This phenomenon falls to both men and women, whether for actors, adolescent singers or children, which leads to a self-image and psychosexual development.  There are even places that use physical images to attract customers.  This marketing problem is getting bigger and harder to control.  In these images, we present a significant change of a woman from 1999 to 2022, the physical features are visible to attract the attention of the viewer.

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Agoraphobia is a personality disorder which stops the individual through fear to go outside. Linking this to our main theme, people get so used to the video games and the comfort of their bedrooms or houses that they forget to socialise so they develope this disorder and there’s a point where they don’t feel safe out of their comfort zone anymore, which force them to stay inside, frightened of the outside.

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The brain is the most complex organ in our body and is involved in all the functions and tasks that we carry out every day and that keeps us alive. And it is that it not only serves us to think, reason or speak; also for things as basic as breathing or blinking, as well as to dream and get excited.

Through the senses, the brain receives an enormous flow of information from the world around us, processes and makes it take on meaning, organizes and controls movement. In addition, among the functions of the brain are also those of regulating body temperature, blood circulation, breathing and digestion.

An adult brain weighs between 1,300 and 1,400 grams. It contains about 100,000 million neurons and a much larger number of synapses (The synapse is the way neurons and the divisions of the nervous system communicate and organize themselves), which allow the connection between neurons. When we make decisions and experience emotions, a complicated mix of chemical and electrical processes takes place in the brain.

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Drafting
BBC World
30 November 2011
Caption,Violent video games have a negative impact on the
brain, says the study.
A study seems to show, for the first time, that violent video games produce long-term alterations in brain function in young adults. The affected regions are responsible for controlling emotions and aggressive behavior.
The controversy over whether violent video games have negative repercussions has raged for many years, even reaching the US Supreme Court in 2010.
But, until this research, there had been little scientific evidence showing that violent video games have a long-term negative neurological influence.
"For the first time, we have found that a randomly selected sample of young adults had decreased activation of certain frontal brain regions after one week of violent video games," said Yang Wang, an assistant researcher at the Department of Radiology and Imaging Sciences at the Indiana University School of Medicine, in Indianapolis.
A group of 22 healthy men, whose ages ranged from 18 to 29 years, were separated into two groups of eleven.
"We chose only men because they are the ones who use these games more frequently," Dr. Vincent Matthews, a member of the research team, told BBC Mundo.
The members of the first group had to play, at home, a video involving the use of weapons for 10 hours, in one week. The following week, they had to refrain from playing.
The second group, the control group, did not use any violent video games for the two weeks that the experiment lasted.
Results
This is where ultrasound comes in with its method of magnetic resonance imaging, MRI.
Each of the 22 volunteers underwent an MRI exam at the beginning of the study, at the first week and at the end of the experimental period.
During the test, the participants completed an emotional interference task, pressing buttons according to the color of words presented visually.
Between words that did not denote violence, words that did denote violent actions were interspersed. Added to this, the participants carried out a counting task to inhibit cognitive faculties.
The results showed that after one week of violent video games, the members of the group that had to play them had less activation in the left inferior frontal lobe during the emotional task and less activation in the anterior cingulate cortex during the counting task, compared to their results. initial and with the results of the control group, after one week.
These regions are responsible for the expression of emotions and the control of aggressiveness.
Interpretation
For Dr. Wang, these findings establish that violent video games have a long-term effect on brain function.
After two weeks of the experiment, the group that had used the violent video game presented an improvement in the functioning of the aforementioned areas, although they did not manage to return to the initial stage.
This raises a concern regarding the permanent behavior of those who use this type of video game.
"We don't know how those who play for more than two weeks will respond once they decide to abandon the practice of violent video games," Dr. Vincent Matthews told BBC Mundo.
"Individuals who play violent video games need to be clear about the change in brain function associated with this activity," he insisted.
"They should consider this information when choosing what to do in their leisure time."