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1.
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   

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.
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   

4.
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   

5.
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   

6.
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   

7.
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   

8.
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   

9.
10.
We examined the violent content of the top-grossing comedy films from 1951 to 2000. Comedic violence increased sharply around 1970 and has been relatively consistent since then. Aggressors were depicted in somewhat more positive terms than targets, but in general, the message of comedic violence was not one of good triumphing over evil. Top-grossing comedy films featured more violence when unemployment, suicide, homicide, divorce, and the consumer price index were higher.  相似文献   

11.
A content analysis of movie previews on video rentals was conducted to examine the prevalence of violence and sexuality. The majority of previews contained violence, and these portrayals were common across MPAA ratings (G/PG, PG-13, and R). Sexuality was also prevalent, though less frequent than violence, and most likely to appear in PG-13 and R-rated previews. Rates of aggression in previews were positively associated with increased marketing and distribution costs for the previewed films. Results are discussed in terms of the marketing of violent entertainment to youth and in terms of the use of violence to increase viewers' anticipated enjoyment.  相似文献   

12.
《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   

13.
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   

14.
Driven by theories of flow and presence, three studies examined the antecedents and consequences of flow across three different video game genres. Structural equation modeling analyses reveal the roles of (1) physical presence in medical simulation games; (2) spatial presence in driving games; and (3) self-presence in avatar-based narrative-driven games. A 3 (skill: low, medium, high) × 3 (challenge: low, medium, high) between-subjects ANOVA indicates that a balance between skill and challenge induces greater flow. Theoretical contributions regarding the relevance of flow to electronic games and practical implications for the design of diverse game genres are discussed.  相似文献   

15.
Books received     
In this study, children were shown one of three violent TV clips. Each clip showed an identical act of aggression but the perpetrator's motivation and punishment for the violent act were manipulated. Children also filled out a questionnaire that asked about their family communication patterns (FCP). Overall, children who rated higher on the communication dimension were more likely to see motivated violence as more justified, whereas children who rated higher on the control dimension were likely to see punished violence as less justified. In addition, children who were more control‐oriented and who had perceived the violent clip as justified chose aggressive story endings significantly more frequently than other children.  相似文献   

16.
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   

17.
Many characters in entertainment content behave in morally questionable ways at least some of the time. However, the negative effects of those behaviors on individuals’ judgments of the character may be diminished in some instances. This study examined the effects of character motivation and outcome in a written narrative on character perceptions and moral disengagement. The findings of a 2 (motivation: altruistic, selfish) × 2 (outcome: positive, negative) experiment (N = 123) revealed that both motivation and outcome affect perceptions of the character's positive and negative attributes, character liking, and moral disengagement. Specifically, altruistic motivations and positive outcomes led to more favorable perceptions of a character's attributes, greater character liking, and more justification of the character's actions. Furthermore, moral disengagement mediated the effects of motivation and outcome on perceptions of characters' positive and negative attributes, and in turn positive attributes mediated the effect of moral disengagement on character liking. Implications for future entertainment research are discussed.  相似文献   

18.
The macro versus micro debate in the brand personality literature has yielded a variety of micro approach brand personality scales for different media, with both differences and parallels in personality dimensions uncovered. The observed parallels in media brand personality dimensions and the varying media contexts under which empirical tests of selective exposure theories have been conducted suggest some common ground in the way that media product brands of different formats are perceived by individuals prior to selection and that the optimal method of measuring brand personality for media products may be neither broad macro inventories nor highly context-specific micro measures but somewhere in between. This article discusses the construction of a unified scale of media brand personality that can measure the personality of movie, TV show, pop song, news, and video game brands. The results of a two-step study consisting of free-association task (N = 1,440) and factor structure formation survey of selected items (N = 4,967) suggest a three-factor structure consisting of aggression, heroism, and warmth. Communication, media management, and marketing ramifications of this scale and potential directions of future research are discussed.  相似文献   

19.
This study tests the relative importance of different factors of television narratives in how they influence people's judgments of how violent those narratives are. After watching 1 of 3 videotapes of a violent narrative, 99 college students answered a series of questions about their interpretations of the violence. It was found that participants' judgments about the degree of violence in the narratives were more strongly associated with their perceptions of the graphicness of the violent acts and the harm to the victims than with other factors such as the number of violent acts or the seriousness of those acts. Thus, people's judgments of the degree of violence in television programs differs from researchers' conceptualization. Implications of these differences are discussed.  相似文献   

20.
Advisory warnings were adopted by network television stations in the fall of 1993 to inform viewers of violent or sexual programming. To assess the impact of the advisories, independent samples of high school students were surveyed in the fall of 1993 (n = 1,854) and in the fall of 1994 (n = 1,489). Most students reported having seen a warning before programs with violent or sexual content. Furthermore, students were more aware of the advisories and had more accurate recall of the violence advisory over time. Although students’ knowledge of the advisories improved over time, their advisory‐related beliefs and the amount of violence they watched on television remained unchanged.  相似文献   

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