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 Pages: 30 pages || Words: 7424 words || 
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1. Krcmar, Marina. and Lachlan, Kenneth. "Aggressive Outcomes and Videogame Play: The Role of Length of Play and the Mechanisms at Work" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 22, 2008 Online <PDF>. 2009-12-04 <http://www.allacademic.com/meta/p231520_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Recent meta-analytic findings (Sherry, 2007) suggest that the effect of violent video games on aggression tends to decrease the longer participants play. Therefore, it is likely that different mechanisms may be at work depending on the length of play. In this study, we employed a 4 (length of game play) X 2 (sex) design to examine the effect of length of video game play on aggressive outcomes. In addition, we examined possible theoretical mechanisms (i.e., arousal, aggressive cognitions, affective hostility) to help explain the link between violent game play and aggression. Findings suggest that arousal may peak after a few minutes of game play, then slowly diminish over time, and that aggression responses may be related to this pattern of fluctuation. Implications for our current understanding of the relationship between video games and aggression are discussed, along directions for further research.

 Pages: 20 pages || Words: 5770 words || 
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2. Chory-Assad, Rebecca., Taylor, Elycia. and Lewis, Jason. "Violent Video Game Play as a Predictor of Moral Disengagement: The Roles of Play Frequency and Interpretations of Violence" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Online <PDF>. 2009-12-04 <http://www.allacademic.com/meta/p92400_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: The present study investigated college students’ self-reported video game play and their interpretations of violent video game content as predictors of moral disengagement. Results indicate that frequency of video game play was not related to moral disengagement, but player interpretations of the violence in video games predicted scores on the composite moral disengagement scale and on the subscales of dehumanization of victims and euphemistic labeling. Specifically, players’ perceptions of the games as more serious, but less graphic, and players’ identification with the games’ characters predicted stronger tendencies to disengage self-sanctions against detrimental behavior.

 Pages: 33 pages || Words: 7746 words || 
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3. Peng, Wei., Klein, Julian. and Lee, Kwan Min. "Will Role Playing Video Game Influence How You Judge? Favoritism Towards Similar Roles and Social Judgments Towards Criminality" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Online <PDF>. 2009-12-04 <http://www.allacademic.com/meta/p90645_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Role playing is a distinctive feature of most of the video games. In a 2 by 2 mixed design experiment, we investigated the effect of role-playing a violent game on judgments of real-life similar roles and attitudes towards violence and crimes. Our findings show that role playing a character in the game leads to biased judgments towards similar roles. People who role-played a police officer who committed unjustifiable crimes on duty tend to give less punitive judgments to police officers committed similar crimes in real life. The paper concludes with theoretical implications for video game research and practical implications for jury selections and health education. Limitations and plans for future research are also discussed.

 Words: 41 words || 
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4. Beyer, Jessica. "Understanding Society Through Online Communities: Posting Boards and Massive Multi-Player Online Role Playing Games (MMORPGs)" Paper presented at the annual meeting of the The Midwest Political Science Association, Palmer House Hilton, Chicago, Illinois, <Not Available>. 2009-12-04 <http://www.allacademic.com/meta/p137047_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: In this paper I examine the IGN posting board system and World of Warcraft (a MMORPG with around two million players), and argue that over time posting boards and MMORPGs develop into intricate social systems that create and recreate themselves throu

 Pages: 28 pages || Words: 6697 words || 
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5. Ahn, Dohyun. "How Games Influence: The Effects of Digital Role Playing on the Likelihood of on the Events on the Self" Paper presented at the annual meeting of the NCA 94th Annual Convention, TBA, San Diego, CA, Nov 20, 2008 Online <APPLICATION/PDF>. 2009-12-04 <http://www.allacademic.com/meta/p258878_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: One hundred twenty one participants reported their experiences of playing digital games and the likelihood of future events that would happen to them. Playing games led participants to taking roles that were presented by each game, which influenced participants to estimate their likelihood of future events through the self, but not the non-self construct. The results indicate that game-induced social influence has effects on the estimation of likelihood of future events through the self construct.

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