語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Cultivation theory and video games: ...
~
Blackburn, Gregory.
FindBook
Google Book
Amazon
博客來
Cultivation theory and video games: Assessing the contextual factors of violence in popular games.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Cultivation theory and video games: Assessing the contextual factors of violence in popular games./
作者:
Blackburn, Gregory.
面頁冊數:
62 p.
附註:
Source: Masters Abstracts International, Volume: 49-01, page: 0024.
Contained By:
Masters Abstracts International49-01.
標題:
Speech Communication. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1485887
ISBN:
9781124197128
Cultivation theory and video games: Assessing the contextual factors of violence in popular games.
Blackburn, Gregory.
Cultivation theory and video games: Assessing the contextual factors of violence in popular games.
- 62 p.
Source: Masters Abstracts International, Volume: 49-01, page: 0024.
Thesis (M.A.)--University of Arkansas, 2010.
Cultivation theory was developed to explain how television's place as our culture's primary story teller leads to distorted worldviews in its audience. Today, video games are increasingly popular and, for some, exposure to games rivals exposure to television. If a consistent pattern of violence emerges across games, this new medium may produce a cultivation effect of its own. A content analysis of 20 popular home console games was conducted to assess the quantity and context of violence in popular games while controlling for variations in player characteristics. The results revealed that 65% of games feature violence, and in those games, violence is frequent, bloodless, and ignores the long-term physical and emotional ramifications of violence. Gun use, while not extrinsically rewarded, is frequent and sanitized. Additionally, this analysis indicates a separate class of extremely violent games where violence is dramatically more frequent, but marked by somewhat greater realism and consequence. These differences, coupled with the role of player choice, indicate that cultivation analysis may need adjustments in both theory and methodology to account for video games' role in the cultivation of worldviews.
ISBN: 9781124197128Subjects--Topical Terms:
1017408
Speech Communication.
Cultivation theory and video games: Assessing the contextual factors of violence in popular games.
LDR
:02116nam 2200289 4500
001
1402354
005
20111028110447.5
008
130515s2010 ||||||||||||||||| ||eng d
020
$a
9781124197128
035
$a
(UMI)AAI1485887
035
$a
AAI1485887
040
$a
UMI
$c
UMI
100
1
$a
Blackburn, Gregory.
$3
1681534
245
1 0
$a
Cultivation theory and video games: Assessing the contextual factors of violence in popular games.
300
$a
62 p.
500
$a
Source: Masters Abstracts International, Volume: 49-01, page: 0024.
500
$a
Adviser: Ron Warren.
502
$a
Thesis (M.A.)--University of Arkansas, 2010.
520
$a
Cultivation theory was developed to explain how television's place as our culture's primary story teller leads to distorted worldviews in its audience. Today, video games are increasingly popular and, for some, exposure to games rivals exposure to television. If a consistent pattern of violence emerges across games, this new medium may produce a cultivation effect of its own. A content analysis of 20 popular home console games was conducted to assess the quantity and context of violence in popular games while controlling for variations in player characteristics. The results revealed that 65% of games feature violence, and in those games, violence is frequent, bloodless, and ignores the long-term physical and emotional ramifications of violence. Gun use, while not extrinsically rewarded, is frequent and sanitized. Additionally, this analysis indicates a separate class of extremely violent games where violence is dramatically more frequent, but marked by somewhat greater realism and consequence. These differences, coupled with the role of player choice, indicate that cultivation analysis may need adjustments in both theory and methodology to account for video games' role in the cultivation of worldviews.
590
$a
School code: 0011.
650
4
$a
Speech Communication.
$3
1017408
650
4
$a
Multimedia Communications.
$3
1057801
650
4
$a
Mass Communications.
$3
1017395
690
$a
0459
690
$a
0558
690
$a
0708
710
2
$a
University of Arkansas.
$3
1017562
773
0
$t
Masters Abstracts International
$g
49-01.
790
1 0
$a
Warren, Ron,
$e
advisor
790
$a
0011
791
$a
M.A.
792
$a
2010
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1485887
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9165493
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入