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1.
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   

2.
Although the use of profanity has been examined in a number of types of media, to our knowledge profanity has not been examined in adolescent literature. Thus, the frequency and portrayal of profanity was coded in 40 bestselling adolescent novels. Results revealed that some novels did not contain a single instance of profanity, whereas others contained hundreds of often very strong profanity. When profanity was used, characters were likely to be young, rich, attractive, and of pronounced social status. Novels directed at older adolescents contained much more profanity. However, age guidance or content warnings are not found on the books themselves. Discussion is provided regarding the implications of the findings and the appropriateness of including content warnings in adolescent literature.  相似文献   

3.
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   

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.
This study used a 2 x 2 X 2 design to examine the effects of warning labels, bleeping, and gender on viewers' perceptions and enjoyment of a docudrama. We also examined the individual difference variable of verbal aggressiveness to test for possible interactions. Overall, the warning labels increased enjoyment of the program containing profanity among college students. Bleeping had no effect on either program liking or perceptions of realism; however, bleeping decreased perceptions of the program's offensiveness, and increased viewers' perceptions of profanity frequently estimates. Lastly, verbally aggressive participants perceived the program as more realistic, and the language as less offensive  相似文献   

6.
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   

7.
The current study assesses the effect of exposure to diverse comedy types, measuring the differential impact of other-directed hostile humor and self-ridicule on feelings toward John McCain. Specifically, the analyses use experimental data collected in 2009 to compare the differential impact of viewing a video clip of John McCain's playful self-satire on Saturday Night Live with the effects of exposure to the more aggressive, judgmental, other-directed hostile humor of Stephen Colbert. The results suggest that viewers cool toward McCain after exposure to Stephen Colbert's other-directed hostile humor. Additional analyses show that the effect of exposure to varied types of political humor is direct and relatively impervious to moderation by political partisanship. Implications of the findings and their ability to help researchers understand the differential influence of varied comedy message types on political evaluations and attitudes is discussed.  相似文献   

8.
This study examines the frequency and types of offensive language spoken on prime-time television in 2001, particularly on programs rated acceptable for children and teenagers, and the use of profane language by characters under the age of 21. The findings are compared to similar studies conducted in 1990, 1994, and 1997 to determine whether the use of profanity by child and young adult characters has increased over an 11-year period. Age and content warnings inadequately protect children from profanity. TV-PG programs contain as much off-color language as TV-14 programs, and more coarse language could be found in programs not given an L warning. Further, the earliest hour of prime time, when children are more likely to be viewing, contains significantly more instances of profanity than the time period of 10 to 11 p.m. However, characters under the age of 21 rarely utter profane words, and they are just as infrequently spoken to with such language.  相似文献   

9.
In response to the increased use and study of video games in academic work, academic libraries have started building or have expanded their video game collections. Collection development practices, however, have focused on collecting video games based on their format and not on their subject and disciplinary content. The authors of this article suggest that video games, while “read” differently than monographs, can communicate knowledge in unambiguous and discipline specific ways. Using the discipline of history as an example, the authors examined four World War II commercial video games to see how well these games communicated discipline-specific knowledge. Although none of the four video games evaluated would be identified as scholarly, two of the video games could be considered as sources of historical knowledge. As scholars begin to explore the creation and use of video games as secondary or tertiary sources in addition to primary sources or objects of study, academic libraries should include video games in their collections based on the video games' disciplinary content and the scholarly arguments that they present. The authors recommend a process for evaluating video games that could be used for most academic disciplines.  相似文献   

10.
This research uses content analysis to examine the portrayal of women in 47 randomly selected games from the Nintendo 64 and Sony PlayStation console gaming systems. We suggest that video games, similar to other media forms, are sources of information that children and young adults may use to determine what behaviors and attitudes are considered appropriately masculine and feminine. This analysis revealed a significant sex bias in the number of male versus female characters found in the games and among the way in which the male and female characters were dressed. Of the 597 characters coded, only 82 (13.74%) were women. The Nintendo 64 games had the fewest number of female characters, and the majority of the female characters wore clothing that exposed more skin than the male characters.  相似文献   

11.
《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   

12.
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   

13.
An experiment was conducted with 150 male college undergraduates playing different video games to investigate the impact of violent content, frustration with gameplay, and the interaction of those factors with aggressive personality (trait hostility). Results indicate that both violent content and frustration individually leads to greater scores on a state hostility scale, and the interaction of violent content and frustration leads to the highest scores on that scale. Results are discussed in terms of the Frustration-Aggression hypothesis and the General Aggression Model.  相似文献   

14.
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   

15.
Nostalgia is increasingly and successfully used as a means to attract media recipients. But what are the effects of different types of nostalgic responses through movies, songs, and video games, and how and why should they be measured? To clarify this, the personal and historical nostalgia scales questions were validated in a media context by conducting exploratory factor analysis, confirmatory factor analysis, and both regression and correlation analyses (studies 1 and 2). Thus, media researchers can now measure personal and historical nostalgia as a response to and across three different entertainment media: films, music, and video games. The author finds positive effects of personal nostalgia on entertainment media buying and word-of-mouth intentions, contrary to historical nostalgia.  相似文献   

16.
This study proposed and tested a theoretical model of video game consumption that integrated Bandura's (1991) social cognitive theory of self-regulation and Csikszentmihalyi's (1975) theory of flow experience. By investigating the linkage between flow experience and self-regulation in decision-making processes in media usage, this study sought to explicate socio-cognitive mechanisms of video game consumption behavior. Significant impacts of flow experience on self-reactive outcome expectations, deficient self-regulation, and habit strength in video game play were found among 388 college undergraduate students. However, no direct impact of flow experience on playing video games was evident.  相似文献   

17.
This study investigates media uses and preferences across two generations and across television and video games. Path analyses using data from 335 families show that the number of hours of television viewed by the first generation (parents at age 30) positively predicts the amount of television use by their offspring in the second generation 18 years later, as well as their own amount of television viewing at that time. The analyses also show that the amount of video game playing among offspring is significantly related to their own as well as their parents' concurrent TV use. While there is no similar longitudinal correlation between a preference for violent television by parents at age 30 and that of their offspring 18 years later, parents' violent television preferences at age 48 are positively correlated with their offspring's concurrent preference for violent television content. Additionally, the violent television preferences of offspring are positively correlated with their own preferences for violent video games. These effects were found while controlling for SES, intellectual achievement, and offspring gender. These results suggest that the amount of time devoted to media use and preferences for violent media generalize across media modalities and are transmitted across generations.  相似文献   

18.
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   

19.
20.
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   

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