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Cyberbullying in 'Left 4 Dead 2': A ...
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Kulovitz, Kimberly L.
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Cyberbullying in 'Left 4 Dead 2': A study in collaborative play.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Cyberbullying in 'Left 4 Dead 2': A study in collaborative play./
作者:
Kulovitz, Kimberly L.
面頁冊數:
103 p.
附註:
Source: Dissertation Abstracts International, Volume: 75-07(E), Section: A.
Contained By:
Dissertation Abstracts International75-07A(E).
標題:
Speech Communication. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3614783
ISBN:
9781303804298
Cyberbullying in 'Left 4 Dead 2': A study in collaborative play.
Kulovitz, Kimberly L.
Cyberbullying in 'Left 4 Dead 2': A study in collaborative play.
- 103 p.
Source: Dissertation Abstracts International, Volume: 75-07(E), Section: A.
Thesis (Ph.D.)--The University of Wisconsin - Milwaukee, 2013.
This study sought to further our understanding of the role of cyberbullying in the cooperative team-based game Left 4 Dead 2 (L4D2). A sample of 41 4-person groups generated a total n = 415 messages used for evaluating the behavioral content of game play. Four hypotheses were advanced assessing cyberbullying behavior and game outcome (success vs. failure), group cohesion, target participation, and perceptions of bullies. Out of the 41 groups 25 groups had cyberbullying behavior present and 16 groups had prosocial behavior. Overall, cyberbullying behavior had little effect on game outcome, group cohesion and target participation. Groups using only prosocial messages were more successful than groups with cyberbullying messages and had a significantly better survival score when prosocial messages occurred late in the game. Additionally, cyberbullying behavior and prosocial behavior increased a sense of belonging compared to groups where cyberbullying occurred earlier in the game. Furthermore, the amount of cyberbullying in groups generated no effect on target participation. Finally, players considered leaders influence the game more than non-leaders and players identified as both leader and cyberbully generate no effect on game influence compared to players not identified as both cyberbully and leader. Results are discussed in terms of study limitations and possible conceptual and operational applications.
ISBN: 9781303804298Subjects--Topical Terms:
1017408
Speech Communication.
Cyberbullying in 'Left 4 Dead 2': A study in collaborative play.
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Source: Dissertation Abstracts International, Volume: 75-07(E), Section: A.
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This study sought to further our understanding of the role of cyberbullying in the cooperative team-based game Left 4 Dead 2 (L4D2). A sample of 41 4-person groups generated a total n = 415 messages used for evaluating the behavioral content of game play. Four hypotheses were advanced assessing cyberbullying behavior and game outcome (success vs. failure), group cohesion, target participation, and perceptions of bullies. Out of the 41 groups 25 groups had cyberbullying behavior present and 16 groups had prosocial behavior. Overall, cyberbullying behavior had little effect on game outcome, group cohesion and target participation. Groups using only prosocial messages were more successful than groups with cyberbullying messages and had a significantly better survival score when prosocial messages occurred late in the game. Additionally, cyberbullying behavior and prosocial behavior increased a sense of belonging compared to groups where cyberbullying occurred earlier in the game. Furthermore, the amount of cyberbullying in groups generated no effect on target participation. Finally, players considered leaders influence the game more than non-leaders and players identified as both leader and cyberbully generate no effect on game influence compared to players not identified as both cyberbully and leader. Results are discussed in terms of study limitations and possible conceptual and operational applications.
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