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1.
In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   

2.
In 2015, two librarians at the Hardin Library for the Health Sciences at the University of Iowa turned their dreams into a reality and secured funding to build a zombie-themed evidence-based medicine game. The game features a “choose your own adventure” style that takes students through a scenario where a disease outbreak is taking place and a resident is asked to use evidence-based medicine skills to select a screening and diagnostic tool to use on potentially infected patients. Feedback on the game has been positive, and future plans include building additional modules on therapy, harm, and prognosis.  相似文献   

3.
This is the reason for this journey into hyperreality, in search of instances where the American imagination demands the real thing and, to attain it, must fabricate the absolute fake; where the boundaries between game and illusion are blurred, the art museum is contaminated by the freak show, and falsehood is enjoyed in a situation of “fullness,” of horror vacui.—Umberto Eco, Travels in Hyperreality  相似文献   

4.
Massively multiplayer online games (MMOs) often introduce new content and mechanics to increase player retention and enjoyment. Drawing on theories of socioecological risk response, this exploratory study examines players’ in situ responses to these changes by analyzing patterns in public, in-game chat across 3 game expansions. Analysis reveals that a) change facilitates agenda setting in player chat, b) vulnerability and resilience expressions highlight tensions in player and game agencies, and c) increased semantic distance between the game and the “real” helps cope with game changes. In addition, sociotechnical affordances of MMO environments could be a mechanism for coping with change, more generally.  相似文献   

5.
The concepts “information,” “communication,” “act of communication,” “communication process,” and “communication model” are considered, as well as their interrelations, properties and patterns. Classical communication models are discussed, as well as modern models describing relevant modern social phenomena and processes. A conclusion is drawn about the influence of communication process on individuals and society. The role of language in the human mode of life and expression of ideas is emphasized.  相似文献   

6.
This study found that the auditors with initially extreme attitudes were affected differently by a speaker's evidence than were those with initially neutral attitudes and suggests that the role which evidence plays in persuasion may be related to the particular “game” a communicator plays with his audience.  相似文献   

7.
This essay interrogates journalistic accounts of Texas Western College’s 1966 college basketball championship, a game in which an all-Black team defeated an all-White team. The analysis traces the evolving portrayals of the game over 45 years. In 1966 American journalists did not emphasize the racial aspects of the game and it was largely forgotten. Twenty-five years later, however, journalists reconstructed the game as a racialized legend, and this account evolved into an epic American narrative. The author argues that the epic portrayals, although aesthetically appealing, reflect problems with accuracy, appropriation, and commercial exploitation. The latter factor led to the legend’s motion picture adaptation as part of a troublesome “White Savior” cinema genre.  相似文献   

8.
The author supports the opinion that full benefit may be derived from the technological potential on condition that serious attention is given to the social, political and ethical aspects, which are often barriers to the free and multi-directional access to information, especially in developing countries. Causes of these barriers — “disarticulations” within a society — are listed and their importance in developing countries emphasized. Possible different communication structures in a society and their effects are examined. The author concludes that the traditional, principle of free flow of information is not sufficient in the advancing information society; there is a need for a, principle which deals more specifically with the “activation”, “mediation”, and “networking” of the needs and opinions at the different levels of society.  相似文献   

9.
10.
《Journalism Practice》2013,7(3):335-346
This discussion of education and media questions the assumptions made about types of literacy and their reproduction in journalism practice classes. The first part concerns the idea of “skills” in communication. Are “skills” classrooms becoming “de-skilled” themselves, as important critical questions are decided from above and removed from the active classroom? Secondly, is there a way of re-conceiving literacy that can respond to this problem, a literacy that goes beyond communication “skills” into developing critical reflective practitioners? Examples from a classroom ethnographic study are included.  相似文献   

11.
The author supports the opinion that full benefit may be derived from the technological potential on condition that serious attention is given to the social, political and ethical aspects, which are often barriers to the free and multi-directional access to information, especially in developing countries. Causes of these barriers — “disarticulations” within a society — are listed and their importance in developing countries emphasized. Possible different communication structures in a society and their effects are examined. The author concludes that the traditional, principle of free flow of information is not sufficient in the advancing information society; there is a need for a, principle which deals more specifically with the “activation”, “mediation”, and “networking” of the needs and opinions at the different levels of society.  相似文献   

12.
The Virtual Worlds Exploratorium is a multidisciplinary project dedicated to the study of communication-related behaviors using data from massively multiplayer online games (MMOs). In a partnership with a corporation that hosts an MMO, a 20-person team of scholars is engaged in the study of behavior within a game and also game activities that parallel those in “real life” (e.g., economic activity, social networking, group processes). A key aspect of our approach is a unique multidisciplinary collaboration of social and computational scientists to help advance the state of the research. This article discusses the methodological, measurement and organizational challenges of the project, the game, the data, and several representative research streams. It also articulates several measurement issues that the research team has faced in order to provide best practices and lessons learned for others considering similar investigations.  相似文献   

13.
Research suggests that media images depicting aggression against sexually objectified women may promote hostile sexism in men. We empirically tested if such effects might occur when men commit simulated acts of aggression against sexualized female opponents in video games, and if such effects might be heightened by psychological immersion (i.e,. the sensation of “presence” while gaming). In two studies, male participants played a first-person-shooter game, with the sex and sexualization of opponents experimentally manipulated. Results indicated that game play increased hostile sexism, to the extent that players reported feeling present in the virtual environment and provided that opponents were depicted as sexualized females, not males or nonsexualized females. No effects on benevolent sexism were observed. These results suggest that the increasingly immersive nature of modern video games might amplify their influence on players, including effects that promote hostility and aggression towards women.  相似文献   

14.
《Communication monographs》2012,79(4):227-247

It is argued here that students of rhetoric and communication, along with scholars in other disciplines, have tended to reflect “Establishment” biases in treatments of persuasion in social conflicts. As a result, we have often failed to come to grips with the nature of conflict, the needs of “OUTS” and “HAVE‐NOTS,” and the utility of conflict for societies. In the place of prevailing “system orientations,” a “dual perspective” is proposed—one which would examine persuasion in conflicts from the viewpoint of both the actors attempting to maximize their interests in conflict situations and the system attempting to regulate conflict in the collective interest. The concept of “coercive persuasion” is introduced, and several suggestions for research are offered.  相似文献   

15.
This article examines how young adolescent girls manage their information seeking when dealing with concerns related to future jobs and future education. The study found that information seeking is influenced by the fact that girls think they are “too young” or it is “too early” for them to get answers to their questions. They are also constrained by their perceptions that adults, such as parents, teachers, and librarians, think it is “not the right time” for information seeking. The findings are compared with those which investigate adolescents' perspectives of the future and the article addresses implications for professional practice.  相似文献   

16.
This article explores communication at University of Nebraska Cornhusker football “watch parties”—public gatherings where fans watch the football team's game on television—at seven locations across the United States. This study concludes that the decoration of the watch-party site, the attire worn by fans attending the watch parties, and collective activities of relating and connecting that occur during the watch parties constitute a unique type of performance ritual. Specifically, this article analyzes how the watch-party rituals spin a web of communal connections in which fans at each site connect with one another, with fans at other sites, and with the state of Nebraska to form what is called an “intermediate place”—a place that is symbolically rooted in a specific geographic location and simultaneously manifest in other physical locations.  相似文献   

17.
“艺文”的语义具有时代性。在自汉以后的长期使用中,“艺文”的概括性意义发生了语义偏移,从汉时的偏指于“艺”变为唐时的偏指于“文”。该用法在唐初至于五代的高频使用中进一步固化。“艺文”一词由偏指于“艺”到偏指于“文”的这一变化,导致了在重新尊崇经学、批判浮华文风、改革进士科的唐末五代文化政策背景下,《旧唐书》编纂者弃“艺文”而用“经籍”命名其志书。  相似文献   

18.
“文族”文档名词包括文、公文、文字、文献、文书、文案、文牍等50余个文档名词。以数据统计和文本检索为基础,阐述了它们在中国古代的总体构成、构词方式、应用频次与范围、词语内涵等问题。按照趋势性增长、波浪式发展、逐渐消亡和稀见型文档名词4种基本类型,具体说明了“文族”文档名词在中国古代的演变发展规律。  相似文献   

19.
白艳宁  刘吉发 《图书馆》2021,(2):69-73,107
推动社区阅读空间转型对吸引社区居民走进阅读空间、培养居民阅读兴趣、提升居民综合素质,进而实现物质文明和精神文明协同发展意义重大。新时代为社区阅读空间转型提供了新动力的同时也探索出其转型的三维实践机制:“连锁委托”“馆店融合”“管办分离”的建设、运营及管理机制。以当前社区阅读空间的发展状况来窥视今后的发展方向,提出社区阅读空间转型应实现“质”“量”协同、“效”“能”并重、“人”“物”一体的目标。  相似文献   

20.
As one of the semi‐permanent exhibitions of the Wereldmuseum (World Museum) in Rotterdam, the subject of “The World of Enlightenment” is to show the “teachings” of Japanese esoteric Buddhism. It is distinguishable from those religious exhibitions whose focus lies in introducing the religious materials based on an art‐historical perspective or the classification of a defined style and historical period, as its scope sought to show the audience how the Japanese “secret teaching” is experienced “in practice,” namely, in the ritual context. In order to engage museum audiences in the spirituality of Japanese esoteric Buddhist presented in this exhibition, the curator and museum staffs construct five temple‐like structures to group the religious objects and highlight their usage in Japanese esoteric ritual. This exhibition review intends to present the special strategy that “The World of Enlightenment” employs to construct a sense of ritual scene to its audiences: certain installations are placed both inside and outside of the five temple‐like structures to refer to the “metaphorical presence” of both the Japanese esoteric priest and worshiper, in so doing to make these “imagined” temple setups more “lifelike.”  相似文献   

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