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Cultivation theory and video games: ...
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Blackburn, Gregory.
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Cultivation theory and video games: Assessing the contextual factors of violence in popular games.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Cultivation theory and video games: Assessing the contextual factors of violence in popular games./
Author:
Blackburn, Gregory.
Description:
62 p.
Notes:
Source: Masters Abstracts International, Volume: 49-01, page: 0024.
Contained By:
Masters Abstracts International49-01.
Subject:
Speech Communication. -
Online resource:
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.
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Source: Masters Abstracts International, Volume: 49-01, page: 0024.
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Adviser: Ron Warren.
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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.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1485887
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