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1.
ABSTRACT

This study examines whether professional journalists reason differently about moral problems when primed with their professional identity. This between-subjects experiment (N?=?171) used the Defining Issues Test, a much-used and validated instrument that measures moral reasoning. The results show identity priming does not affect how journalists apply ethics. The study also found that journalists score far lower in moral reasoning than they did 13 years ago. These results are interpreted through the lens of social identity theory.  相似文献   

2.
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-ranked first-person shooters (PC). Findings suggest that moral disengagement factors are frequently embedded in first-person shooters, but their prevalence varies considerably. Most violent video games include justifications of the portrayed violence, a distorted portrayal of consequences, and dehumanization of opponents. Implications of the findings for research on violent games are discussed.  相似文献   

3.
This study investigated the effect of individuals’ self-reported skill levels on generated violent content. After playing a violent video game, participants (N = 68) completed a questionnaire determining skill level with measures modified from previous game studies. The resulting 4,023 instances of violence were analyzed using techniques adapted from prior video game content analyses and the National Television Violence Study. Findings indicated a significant difference in the amount and context of violent acts between higher skilled and lower skilled players. Those who reported being higher skilled generated more instances of violence, were more often the perpetrators rather than the targets of violence, experienced greater consequences (graphicness) of violence, and experienced more on-screen and up-close violence.  相似文献   

4.
ABSTRACT

Moral Foundations Theory (MFT) and the Model of Intuitive Morality and Exemplars (MIME) contend that moral judgments are built on a universal set of basic moral intuitions. A large body of research has supported many of MFT’s and the MIME’s central hypotheses. Yet, an important prerequisite of this research—the ability to extract latent moral content represented in media stimuli with a reliable procedure—has not been systematically studied. In this article, we subject different extraction procedures to rigorous tests, underscore challenges by identifying a range of reliabilities, develop new reliability test and coding procedures employing computational methods, and provide solutions that maximize the reliability and validity of moral intuition extraction. In six content analytical studies, including a large crowd-based study, we demonstrate that: (1) traditional content analytical approaches lead to rather low reliabilities; (2) variation in coding reliabilities can be predicted by both text features and characteristics of the human coders; and (3) reliability is largely unaffected by the detail of coder training. We show that a coding task with simplified training and a coding technique that treats moral foundations as fast, spontaneous intuitions leads to acceptable inter-rater agreement, and potentially to more valid moral intuition extractions. While this study was motivated by issues related to MFT and MIME research, the methods and findings in this study have implications for extracting latent content from text narratives that go beyond moral information. Accordingly, we provide a tool for researchers interested in applying this new approach in their own work.  相似文献   

5.
African American women are vulnerable for sexual health risk; thus, condom use is essential. Guided by research linking goals to communicative content, this study explored women’s use of I-, you-, we-, and hedging language during condom negotiation. Female participants (N = 193) engaged in a condom negotiation role play with male confederates, where language use measures were coded. I-language was used the most frequently. Language use differed as a function of men’s tactics, such that women primarily used I-language in response to verbal attacks, you-language in response to seduction, and I- and we-language in response to information seeking. Women who engaged in more recent condom use were more likely to use you-language and, when confederates attacked, they responded with more you-language and less hedging.  相似文献   

6.
China's soft power campaign has spawned many scholarly studies on it, but few have examined its rhetorical aspect. Through keyword analysis, this research examines strategic ambiguity in China's public affairs rhetoric surrounding the Six Party Talks over North Korea's nuclear program. The two keywords, ‘the Six Party Talks’ and ‘da ju’ (big picture, overall view), are semantically open and central to China's rhetoric in defining ‘What is it?’ and ‘Why is it?’ with regard to the talks. Analysis shows that strategic ambiguity contributed to some of China's goals. However, it was not adjusted when it stopped working. Its effectiveness was undercut by certain inconsistent messages, and da ju failed to differentiate between domestic and international political context and was also culturally maladaptive. This research contributes to public diplomacy and public affairs rhetoric research.  相似文献   

7.
This study examines how the issue of game regulation has been discussed and influenced public perception by exploring ideologically differing media outlets’ distinct uses of frames by analyzing news contents (N = 1,217) and public opinion survey of the national sample of Korean gamers (N = 1,362), who play games currently. The analyses include the influence of media on attitudes toward game regulation, perception of games, and frame adoption, based on the results of news content analysis. The study found that (a) mainstream media was ambivalent about game issues and tended to define gaming and gamers in sensationalistic ways; (b) while the dynamics of media effects on public attitudes toward game regulation are complex, exposure to game-related news content significantly impacted public attitudes; mass media that highlight the negative aspects of games have strong impacts on public perception toward games, which may ultimately affect attitudes toward game regulation.  相似文献   

8.
Previous studies have identified relationships between romantic media consumption and users’ romantic beliefs, but romantic video games (RVGs; i.e., games in which players attempt to foster a romantic relationship with a chosen game character, also called dating games or dating simulators) remain understudied. Using a cultivation framework, we conducted an online survey of female Chinese players to determine their consumption of the RVG genre, identification with their avatars, and parasocial relationships with the romantic targets they pursue in the game, as well as their beliefs about romantic relationships. Although the amount of time spent playing RVGs did not directly predict idealized beliefs about romantic relationships, the hypothesized mediation model revealed that it indirectly predicted romantic beliefs through identification with avatars and parasocial relationships with video game characters. We discuss the implications for studying romantic media, dating simulations, interactive narratives, and other video game genres.  相似文献   

9.
This article continues and extends the emerging scholarship of strategic media management by examining the day-to-day challenges that media managers face when managing strategic renewal in traditional print-oriented media firms. The aim, in particular, is to shed light on the tensions and paradoxical situations that middle managers need to deal with in contexts where taken-for-granted industry recipes and well-established business practices have become problematized as a result of industry-wide technological and cultural change. Based on an empirical case study, the article identifies and elaborates on three interconnected paradoxes, rooted in the history of the company and past decisions of its top-management: (1) balancing employees’ needs for stability with organizational needs for change; (2) bridging employees’ needs for security and tradition and the organizational need for learning and taking risks; as well as (3) reconciling employees’ needs to “focus on themselves” with organizational needs to collaborate for collective success. Theoretically, the article contributes to the literature by working toward a new paradox perspective on managing strategic renewal in media organizations. This theoretical perspective is offered as an interpretive framework for empirically exploring and critically examining the dynamics and complexities of strategic media management in the continuously changing business environments of the industry.  相似文献   

10.
This study examines the reasons why authors publish in ‘predatory’ OA journals. In total, 50 journals were randomly selected from Beall's list of ‘predatory’ journals. Different methods, including WHOIS tracking, were utilized to query basic information about the selected journals, including location and registrant. Then, 300 articles were randomly selected from within selected journals in various scientific fields. Authors of the selected articles were contacted and sent survey questions to complete. A grounded theory qualitative methods approach was used for data collection and analysis. The results demonstrated that most of these journals were located in the developing world, usually Asia or Africa, even when they claimed they were in the USA or UK. Furthermore, four themes emerged after authors’ survey responses were coded, categorized, and sub‐categorized. The themes were: social identity threat, unawareness, high pressure, and lack of research proficiency. Scholars in the developing world felt that reputable Western journals might be prejudiced against them and sometimes felt more comfortable publishing in journals from the developing world. Other scholars were unaware of the reputation of the journals in which they published and would not have selected them had they known. However, some scholars said they would still have published in the same journals if their institution recognised them. The pressure to ‘publish or perish’ was another factor influencing many scholars’ decisions to publish in these fast‐turnaround journals. In some cases, researchers did not have adequate guidance and felt they lacked the knowledge of research to submit to a more reputable journal. More needs to be done by institutions and reputable journals to make researchers aware of the problem of ‘predatory’ journals.  相似文献   

11.
Librarians and staff at a public university drew upon previous experience with instructional games to develop, implement, and assess a card game as a library orientation activity for new transfer students. This project was shaped by a desire to meet transfer students’ unique needs as well as the logistical constraints associated with the university’s transfer student orientation. The card game, modeled after Apples to Apples, presented information about the campus library system in a fun, informal way that allowed transfer students to socialize with each other while learning. Survey responses indicated that students found the game both enjoyable and helpful.  相似文献   

12.
Aaron the Moor from Titus Andronicus and Ratonhnhaké:ton from Assassin’s Creed III are each aiding in a war against an international superpower, and both characters are plotting ways to advance and improve their respective culture. Aaron is seen as the villain and the antagonist, whereas Ratonhnhaké:ton is seen as an individual who fights for freedom. However, once both characters’ usefulness is exhausted, they are easily characterized as the Other and lose whatever benefits they may have earned. They are tossed aside by the factions they are trying to help. Even though Assassin’s Creed III is a video game, the same issues of colonialism and imperialism can be investigated in this 21st-century genre as in Shakespeare’s play.  相似文献   

13.

Since the controversial 2004 Super Bowl halftime show with Janet Jackson, local TV general managers have been under pressure to identify and control indecent network programming—programming they do not originate yet can be fined for by the FCC. The purpose of this study was to see what local station general managers were thinking about this issue, and to see how moral reasoning may contribute to their thinking. Most of the 217 managers surveyed tended to apply moral reasoning principles consistent with lower levels of established normative models. The results demonstrate the potential of directly applying moral reasoning theory to the practice of gatekeeping.  相似文献   

14.
ABSTRACT

Library orientation at an academic health sciences library consisted of a five-minute overview within new student orientation. Past experience indicated this brief presentation was insufficient for students to learn about library resources. In 2014, an effort was made to supplement orientation by developing an online game aimed at enabling students to become self-sufficient through hands-on learning. A gaming model was chosen with expectations that competition and rewards would motivate students. Although the pilots suffered from low participation rates, the experience merits further research into the potential of a broader model of online library instruction in the health sciences environment.  相似文献   

15.
This essay examines the use of moral allegories to represent eating-disordered individuals in the popular television program Ally McBeal and the subsequent controversy surrounding its star, Calista Flockhart. As both fictional character and actor were coded within the vocabulary of eating disorders and feminism, a discourse of disease, detection, authenticity, and correction emerged that portrayed the eating-disordered individual as a moral contagion that threatened to undermine progressive gender politics. It is further suggested that the process of allegoresis can be productively refigured to combat the stigma that emerged from these destructive cultural distinctions.  相似文献   

16.
In recent years, theorizing regarding the role and importance of media entertainment in everyday life has garnered much serious attention by media effects scholars. The role of moral judgments, sanctions, and lack thereof are areas in which theoretical development has expanded. The present study examines narrative exposure, identification, and moral judgment as indicators of the degree to which individuals may morally disengage during mediated entertainment experiences. In addition, this study attempts to further expand disposition theory and theorizing about the role of moral disengagement by moving beyond conceptualizations of good, bad, and morally ambiguous characters to explore more subtle moral distinctions between characters as they exist within the same narrative and along a continuum. Results suggest that identification and moral judgment serve as important mediators predicting moral disengagement; however, the nature of these relationships are moderated by the perception of the character’s moral fortitude.  相似文献   

17.
Abstract

In December 2017, Clemson University’s administration via the Assistant Vice President for Strategic Diversity Leadership charged each college and the University Libraries with creating and implementing a diversity strategic plan to align with the ClemsonForward institutional strategic plan and assessment system. Clemson University Libraries answered this charge by creating a Libraries Diversity Plan Working Group (LDPWG), which applied a provided institutional framework to conduct an inventory of current diversity, equity, and inclusion (DEI) initiatives and obtain input, feedback, and support from all the Libraries’ faculty and staff as well as the organization and institution administration to create an ambitious diversity strategic plan. The LDPWG worked for sixteen months to create an updated organization mission statement, a sustainable diversity statement, and an accountable roadmap, furthering Clemson University Libraries’ DEI initiatives and impact regarding six strategic priority areas: climate and infrastructure, recruitment and retention, education and training, research and scholarship, leadership support and development, and strategic partnerships.  相似文献   

18.
当信息素养教育遇到游戏   总被引:6,自引:1,他引:5  
游戏是一种大众活动,游戏不仅具有教育功能而且玩游戏本身就是素养的体现,此外,游戏具有吸引力,这些决定了游戏与信息素养教育结合的可能。游戏借阅,游戏主题活动,新读者培训,在线信息素养教育,信息素养教育课堂是游戏与信息素质教育的结合点。实践中应注意游戏只是一种选择与补充,游戏不局限于电子游戏,注重合作与创新。  相似文献   

19.
[目的/意义]基于版权保护的演化博弈分析,有助于探究数字内容产品的原创主体对仿冒行为是否具有容忍度,以及不同仿冒水平下实施版权保护的策略选择,对规范数字内容产品市场主体行为具有一定指导意义。[方法/过程]首先借助演化博弈模型,分析原创主体与仿冒主体的利益演化过程,探究版权保护下原创主体对仿冒水平的容忍行为;然后通过细化博弈双方的利润函数模型,探究原创主体容忍度水平的决定因素。[结果/结论]原创主体对较小的仿冒水平存在一定的容忍度,对较高的仿冒水平零容忍。最大仿冒水平容忍度由仿冒交叉收益系数、收益模型常系数、产品研发成本系数和原创主体的产品研发努力水平倍数4个因素共同决定。  相似文献   

20.
The most famous role-playing game, Dungeons & Dragons, recently celebrated the fortieth anniversary of its release. The books that define the games in the role-playing genre function like sports rulebooks, contain entries like encyclopedias, or are based on collections of maps similar to those in atlases. In the library context, this places the books that define role-playing games in the domain of reference books. While currently divisions of the American Library Association encourage librarians to consider using the game in community-building and youth services, there was a time period where organized groups actively tried to discourage librarians from collecting materials associated with the genre. This study is an assessment of library holdings of role-playing game materials worldwide, detailing collection and cataloging issues associated with the genre.  相似文献   

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