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1.
The sudden rise in the number of games courses in Communication departments necessitates examination about how those courses operate, not only to define best practices but also to describe the phenomenon as grounded in communication. Through a series of interviews with games professors primarily located in Communication departments at various institutions, the study delineates the commonalities between game courses and discusses issues of course design, materials, and classroom facilities. The article examines these courses as game spaces to identify how games courses operate in fundamentally different ways than other courses in Communication. The article then outlines how games classes might improve by capitalizing on the strengths—as well as mitigating the weaknesses—of game spaces.  相似文献   

2.
This study investigated suspense as a predictor of sports video game enjoyment by including the variable as a key part of a working model that also included presence, fanship, disposition, skill, and outcome. Results of a path analysis indicate a complex network of relationships impacting enjoyment. Suspense strongly impacted presence, which was an important determinant of enjoyment, while skill and outcome also explained a large portion of variance in enjoyment. The study highlights the complexity of the enjoyment experience as it relates to video games, and provides direction for future work on a theoretical model of video game enjoyment.  相似文献   

3.
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   

4.
A handful of recent content analyses have explored video games to date, focusing primarily on violence and gender issues. Further work in this area is needed, but several methodological challenges must be addressed. In particular, scholars need to consider the problems of effectively unitizing and sampling interactive content, accounting for nonindependence. In addition, they need to improve coder training and take steps to mitigate potential bias in favor of hypothesized patterns. Existing work in the field is used to illustrate both problems and potential solutions involving these issues.  相似文献   

5.
Americans are increasingly concerned about video games, presumably due to the amount and graphicness of violence they contain. Social Cognitive Theory suggests that people are more likely to imitate characters they see as attractive or similar to self. To date, however, little research has examined attributes of violent characters in video games related to this issue. This content analysis examined 10 minutes of play from 60 of the most popular video games. Adapting the coding scheme from the National Television Violence Study (Smith et al., 1998 Smith, S. L., Wilson, B. J., Kunkel, D., Linz, D., Potter, W. J., Colvin, C. M. and Donnerstein, E. 1998. National Television Violence Study: Vol. 3. Violence in television programming overall: University of California, Santa Barbara study, 5220. Newbury Park, CA: Sage.  [Google Scholar]; Wilson et al., 1997 Wilson, B. J., Kunkel, D., Linz, D., Potter, W. J., Donnerstein, E.Smith, S. L. 1997. National Television Violence Study: Vol. 1. Violence in television programming overall: University of California, Santa Barbara study, 3268. Thousand Oaks, CA: Sage.  [Google Scholar], 1998 Wilson, B. J., Kunkel, D., Linz, D., Potter, W. J., Donnerstein, E.Smith, S. L. 1998. National Television Violence Study: Vol. 2. Violence in television programming overall: University of California, Santa Barbara, 3204. Newbury Park, CA: Sage Publications.  [Google Scholar]), various demographic and contextual features of violent characters and violent interactions were assessed. The results show that violent game characters have attributes that are likely to increase the extent to which some players perceive them as attractive and similar. Moreover, these violent characters engage in aggression that is presented as justified or graphic.  相似文献   

6.
While scholars have reviewed characterizations of photographers in feature films, they have neglected the image of real-world photographers in the documentary genre. This study incorporates visual representation theory to engage with several of the ways in which documentary filmmakers use the visual aspects of motion pictures to glamorize the lives and careers of photographers. As witnessed in four case study films, the analysis of this research highlights film's ability to generate representative character types. Specific aesthetic conventions of filmmaking are found to affect the on-screen projections of the photographer-subjects. The mostly positive depictions of “celebrity” or noteworthy real-world photographers also suggest that the documentaries under study primarily exist as marketing or publicity materials for the professional and his or her body of work.  相似文献   

7.
The origins of third-person perceptions remain uncertain, with most research focusing on psychological mechanisms. We investigate whether media content might also play a role, using a 2 × 2 experiment presenting a single story describing video games as harmful or harmless and using either research and statistics or a specific anecdotal exemplar to illustrate this claim. Results show perceived effects on others are influenced by the use of an exemplar but do not show an effect for explicitly describing games as harmful. The findings suggest that media may influence third-person perceptions and subsequent support for censorship in previously unexplored ways.  相似文献   

8.
This study examines the use of subjective camera, and its impact on fans’ and nonfans’ experience of presence and subjective evaluations of play. In a mixed-measures experiment, high, moderate, and low sports fans viewed 16 plays from a college football game shown via either subjective or objective camera. The study found that plays viewed through the subjective camera elicited a significantly greater sense of spatial presence as well as presence as engagement. Presence also varied as a function of participants’ degree of fanship. Subjective evaluations of game play were also a function of sports fanship.  相似文献   

9.
Abstract

In what has become an increasingly multilingual United States, growing numbers of television advertisers have begun targeting foreign language speakers. Because of the increased cost and effort in crafting unique ad campaigns, however, the factors behind this investment decision are explored. Using an online survey, advertisers (N?=?1,150) were asked how they valued various demographic audience traits as they considered potential target markets. T tests revealed significant differences between foreign language and non-foreign language advertisers' audience preferences. Logistic regression showed that, contrary to previous audience valuation findings, household income was not a primary factor in foreign language audience investment decisions. Rather, advertisers who valued household income more were less likely to invest in foreign language audiences in the United States, with language dependency and cultural traits predicting a greater likelihood of investment. The Audience Investment by Isolation Model is offered, which can help explain the investment decision-making process by advertisers as they weigh demographic audience traits, audience isolation strategies, and costs.  相似文献   

10.
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   

11.
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   

12.
The perceived effect of the media on the self when compared to others has been adequately established over the last 25 five years. Rather than a third-person effect where individuals perceive a greater effect for self than others, first-person effect perceptions, where individuals perceive a greater effect for self than others, have been considered by scholars recently. Findings indicate support for first-person perceptions. However, research is limited and the behavioral consequences of first-person perceptions are almost nonexistent. The current analysis discusses the evolution of the first-person perception and details the findings of each study as well as the psychological mechanisms used to explain first-person perceptions. Methodological considerations for future studies of first-person effect behavioral consequences are also proposed.  相似文献   

13.
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   

14.
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   

15.
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   

16.
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   

17.
本文对影响高校图书馆员素质提高的主观障碍做了详细的分析,在分析的基础上,阐述了一些相关的对策.  相似文献   

18.
Sleep experts have raised concern over the effects of electronic media use on sleep. To date, few studies have looked beyond the effects of duration and frequency of media exposure or examined the underlying mechanisms of this association. As procrastinatory media use has been related to lower well-being, we used data from two survey studies (N1 = 821, N2 = 584) to investigate (a) predictors of procrastinatory TV viewing and (b) the link between procrastinatory TV viewing and sleep quality. Findings from both studies indicate that those with a stronger viewing habit, higher TV involvement, and an eveningness preference reported more procrastinatory TV viewing. Procrastinatory TV viewing was related to subjective sleep quality, sleep latency, sleep efficiency, and daytime dysfunction. This association was fully mediated by perceived stress. As sleep is key for the replenishment of self-control, procrastinators may be setting themselves up to fail at self-regulating, a situation exacerbated by the omnipresence of media in today’s society.  相似文献   

19.
Theory and past research argue for the importance of understanding the effect of various campaign communication forms (e.g., newspapers, television news, radio, debates, candidate advertising, and personal discussions) on levels of issue knowledge (IK). This study used a meta-analytic approach to examine how well these forms predict IK. The aggregate analysis indicates that any of these forms can affect IK but that the different forms are not equally successful. Findings also indicate that the level of campaign interest moderates the effect of reading newspapers and watching television news and that those who watch debates in years with incumbents are less likely to learn. In addition, studies of newspapers are less likely to find significant effects in recent years, even though the issue content of newspapers has increased. The findings also suggest that television news is more likely to influence IK when levels of issue content are greater. These data indicate that measures of media use and IK can systematically influence the study results. Several conclusions are drawn from the research in the hopes of moving toward a theoretical model of communication forms and the attainment of IK.  相似文献   

20.
This study examines impacts of the complementary products on platform competition, in the context of video game consoles. Using 10-year panel data, the results demonstrate that high-quality software has a disproportionately significant effect on hardware demand. The high-quality exclusive software is an important factor affecting consumers’ utility, and it tends to be developed in hardware manufacturers’ vertically integrated subsidiaries. In addition, this study also identifies that high-quality multi-homing software plays a role in platform growth in a platform’s later stage.  相似文献   

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