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1.
Although effects of violence in video games have been researched extensively, no empirical studies have examined effects of profanity, a form of verbal aggression, in video games. An experiment (N = 321) investigated effects of profanity used by protagonist and antagonist characters in a “first-person shooter” game on players' hostile expectations, accessibility of aggressive thoughts, aggressive feelings, and other responses. Profanity used by both protagonist and antagonist characters increased hostile expectations, a direct precursor to aggressive behaviors. Findings suggest that profanity in video games may affect aggressive outcomes, emphasizing the need for more research investigating effects of profanity in media.  相似文献   

2.
ABSTRACT

Game developers potentially convey socio-cultural values about gender through design choices. This study interpreted the designs of 11 purposively selected female game characters, developed by studios located in the United States and Japan, through the lens of ambivalent sexism. This social psychological theory posits that sexism consists of hostile and benevolent attitudes about women. Two themes emerged across characterizations: bodies as objects, bodies as weapons and (in)dependence. Both consisted of empowering qualities paired with problematic beliefs about women. This analysis contributes to interdisciplinary literature by using an empirical perspective to interpret gender representations in video games.  相似文献   

3.
In addition to individual risk factors, recent findings surrounding the effects of violent video game play have provided compelling evidence that the contextual features of games also contribute to increased outcome aggression. The current study focuses on the relationship between violent video game play and the use of gun controllers on both social norms related to aggression and real-life behavioral aggression. As predicted, both violent video game play and gun controller use were positively related to behavioral aggression. The implications of these findings are discussed along with their influence on future research in this area.  相似文献   

4.
In this study, an experimental design was utilized to test, first, the effect of a violent game versus a no game control on physical and verbal aggression and retaliatory aggression against a confederate. In addition, the effects of two internal video game manipulations were explored. Overall, those in the violent game condition were more verbally and physically aggressive than those in the no game condition. In terms of internal game features, third-person play with the blood on, especially when combined with aggressive cognitions and to some extent, hostile affect, encouraged more aggressive outcomes.  相似文献   

5.
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   

6.
This research examined various predictors of flow in video games. Study 1 examined the effects of performance on flow across two game genres (shooting and medical simulation games) and demonstrated that successful performance results in greater flow. Study 2 demonstrated an interaction effect of skill and challenge on flow across three genres (racing, violent, and prosocial games). Highly skilled players experience greater flow when encountering higher challenge whereas players with moderate and low levels of skill experience less flow when encountering higher challenge. Study 3 tested the moderating role of users' playfulness in an exergame and a music game.  相似文献   

7.
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   

8.
《Communication monographs》2012,79(2):217-233
Research on violent video games suggests that play leads to aggressive behavior. A longitudinal study of an online violent video game with a control group tested for changes in aggressive cognitions and behaviors. The findings did not support the assertion that a violent game will cause substantial increases in real-world aggression. The findings are presented and discussed, along with their implications for research and policy.  相似文献   

9.
Video games are a popular form of new media, and their use is impacting multiple fields of study within the communication discipline. For instance, research programs in mass communication, health, instructional, feminist/gender, interpersonal, and intercultural communication have all examined video games. Interactivity is the hallmark of video games and consequently is a common concept in the video game literature. While video game interactivity (VGI) is still an under-specified concept, previous research suggests that interactivity has the potential to moderate both positive and negative effects of video games, and therefore it is crucial for understanding general video game effects. We developed a theoretical model of video game interactivity and tested a multidimensional scale to assess video game interactivity across five studies using six independent samples. Exploratory and confirmatory factor analyses as well as item analyses revealed a reliable and valid metric consisting of six dimensions of video game interactivity.  相似文献   

10.
The media paradigm by which we understand war is increasingly the video game. These changes are not only reflected in the real-time television war, but also an increased collusion between military and commercial uses of video games. The essay charts the border-crossing of video games between military and civilian spheres alongside attendant discourses of war. Of particular interest are the ways that war has been coded as an object of consumer play and how official productions aimed at training and recruitment have cast video games as players themselves in the War on Terror. The essay argues that this crossover has initialized a “third sphere” of militarized civic space where the citizen is supplanted by the figure of the virtual citizen-soldier.  相似文献   

11.
This article describes a conceptual analysis of user-generated tags applied to video games in the Steam video game distribution system. The research team scraped all user-generated tags available on Steam and then conducted a conceptual analysis of the tags, sorting them into categories and comparing them to the current version of the Video Game Metadata Schema. This analysis allowed the team to identify new metadata elements and terms useful to game players. We present a discussion covering the major issues in organizing the terms, as well as the implications for the future work in the area of video game metadata.  相似文献   

12.
This study conducted a survey of 217 adult game players in Hong Kong to explore the effects of gaming motivations and avatar-self identification on symptoms of online game addiction. Results show that avatar-self identification is positively associated with the problems and salience dimension as well as the uncontrollable game-play dimension of game addiction. The motivation to relax is positively related to perceived avatar-self identification and uncontrollable play; the motivation to socialize in online games is positively linked with the avatar-self identification and both symptoms of online game addiction. The motivation to escape is positively related to the symptom of problems and salience. The drive to achieve virtual accomplishment in online games is negatively associated with the problem caused by gameplay and the salience of online games.  相似文献   

13.
This essay examines The Man Show as a contemporary example of blatant sexism. A growing body of feminist criticism documents the emergence of subtle forms of sexism in popular culture. Such forms may be characterized as an accommodation or hegemonic negotiation in which dominant discourses must become flexible in the face of pressure from oppressed groups. Yet blatant sexism abounds in contemporary culture. I argue that The Man Show provides viewers with rhetorical resources to imagine their viewing practices as an act of protest against an imagined dominant female authority, and that those resources potentially allow viewers to accept the sexism of the program at face value.  相似文献   

14.
The following study examines the influence of racial representations in violent video games upon stereotype associations. Participants were assigned to play either a violent video game with a stereotypical African American avatar or a Caucasian avatar. Following game play, participants completed several measures related to aggression and an implicit association task. The results showed significant differences between the conditions for IAT response times. African American participants showed faster response times to stereotype associations of African Americans than participants who played as a Caucasian avatar. The results also showed a significant interaction effect between participant race and avatar race for aggressive affect.  相似文献   

15.
We examined if cardiovascular and affective responding to video game play changed across social context or with game content. Male participants (13–22 years old) played a violent or nonviolent video game. Each participant played the game individually, competitively against a male partner, and cooperatively with the partner. There was no effect of social condition on heart rate (HR) or diastolic blood pressure (DBP). Participants had significantly higher systolic BP (SBP) when playing individually and competitively than when playing cooperatively, probably because play was more continuous. There was no impact of game type for HR or SBP. DBP was significantly higher for participants who played the violent game, perhaps because participants found the violent game more exciting and enjoyable. Participants who played the violent game rated the experimenters more positively than those who played the nonviolent game. Participants found game play more exciting, enjoyable, stressful, and frustrating, but less boring and relaxing, when they played competitively or cooperatively than when they played individually. The results are discussed in terms of the general aggression model.  相似文献   

16.
The recent adoption of bathroom bills restricting trans* people’s access to public bathrooms of their choice in the United States has elicited a vigorous public debate invoking benevolent sexism, heteronormativity, and partisanship. This analysis includes 9,764 online comments posted on the 13 most-shared articles or blog posts about trans* bathroom accommodation from September 2015 to September 2016. The common themes in such discussions were arguments promoting benevolent sexism, including that women and girls need protection by men and from men and that sex differences are natural. Results showed that support for trans* access to public bathrooms was most prevalent in discussions on left-leaning sites, whereas opposition was most prevalent in discussions on right-leaning sites. Most, but not all, benevolent-sexism themes were prevalent in comments on right-leaning sites. The results are discussed in the context of their theoretical implications for the literature of benevolent sexism and heteronormativity.  相似文献   

17.
Based on the Theory of Subjective Quality Assessments, the present study examined players’ assessments of video game design features (qualities) as related to self-reported feelings of presence in role-playing games (RPG) and first-person shooters (FPS). An initial qualitative study with 8 focus groups (Study 1) was conducted to explore important game quality dimensions. Afterwards an online survey was designed to explore the association of those discrete dimensions with recollections of presence (Study 2). Using a quota sample of RPG and FPS gamers in Germany (N = 5,180), survey results show that recollections of presence were associated with positive quality assessments regarding a game’s environment, the player’s interaction with non-playable characters in that environment, and the environment’s.  相似文献   

18.
Feminist groups have contended that women are portrayed more often as the butt of humor on prime‐time television than are men, citing this as an example of sex discrimination. The present study was conducted to investigate the accuracy of this charge. Other aims of the study were to assess the frequency of sexual and hostile humor on television and to determine whether the Family Viewing Hour contains less hostile and sexual humorous content than other times. To fulfill these goals coders recorded and classified humorous incidents sampled from the prime‐time (8–11 p.m.) viewing hours on the three major commercial networks in October, 1977. The results indicated that in absolute terms males were more often the object of humorous disparagement than were females. However, males appeared more frequently in principal roles on television and thus were more available as targets of disparagement. When the frequency with which males and females appear was taken into account, males disparaged females significantly more than females disparaged males. Thus, there is some support for the charge of sex discrimination. Other findings indicate that hostile humor is no more common than nonhostile humor; and nonsexual humor is more frequent than sexual humor. Finally, the survey indicated that sexual and hostile humor was as common during the Family Viewing Hour as during adult viewing hours.  相似文献   

19.
Crowdfunding has become an important funding method for video game developments in the United States. Interestingly, video game crowdfunding projects have significantly lower success rates compared to other product categories. Recognizing this challenge, this study examines factors influencing the success of crowdfunding campaigns for video games. The analysis of 447 crowdfunding campaigns suggests that human capital, geography, media choice, and the intensity of media use influence the success of crowdfunding for video games.  相似文献   

20.
This study examines how social comparison information provided by video game leaderboards may influence players’ retrospective judgments of autonomy, competence, and relatedness need fulfillment. Participants played a video game and were randomly assigned to receive no postgame feedback or were shown a leaderboard that placed them in the top or bottom quartile of players. Results indicate downward social comparisons increase enjoyment by increasing competence and relatedness perceptions. However, upward comparisons did not have an opposite effect, nor did either type of social comparison influence players’ autonomy perceptions. Implications for applying Self-Determination Theory to video game enjoyment in the context of social comparison feedback is discussed.  相似文献   

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