Showing 1 through 5 of 8 records. Pages: Previous - 1 2 - Next | | Pages: 18 pages | || | Words: 5516 words | || | |
| 1. Cantrell, Tania. "A Female Participant-Observer’s View into How and Why Women Play Shooter Video Games" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Online <PDF>. 2009-12-03 <http://www.allacademic.com/meta/p93165_index.html>Publication Type: Conference Paper/Unpublished Manuscript Abstract: This exploratory qualitative analysis employs a uses and gratifications approach to understand how and why women play shooter video games. Findings reveal two umbrella categories for how – as Partners in the Game and as those who Stand by Their Friends – and one general for why – because it’s fun. Varying levels of participation for how women play include Screamers, Smilers, Blankers and Detachers as well as Loyalists, Traitors and Absentee subdivisions for female gamers. Gender analysis and indirect effects theory suggest yet another public sphere for male dominance in society. Additional research in the areas of direct and indirect medium effects as well as gender studies is called for. |
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| | Pages: 27 pages | || | Words: 8256 words | || | |
| 2. Jansz, Jeroen. and Tanis, Martin. "The Appeal of Playing Online First Person Shooters (FPS)" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Jun 16, 2006 Online <APPLICATION/PDF>. 2009-12-03 <http://www.allacademic.com/meta/p90505_index.html>Publication Type: Conference Paper/Unpublished Manuscript Abstract: Video games of the first person shooter (FPS) type such as Doom or Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (N=752) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 hours per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan.
On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPS gamers are not playing in isolation. More than eighty percent of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming. |
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| | Pages: 22 pages | || | Words: 5650 words | || | |
| 3. Barlett, Christopher., Harris, Richard. and Baldassaro, Ross. "First Person Shooter Video Games and Aggression During Video Game Play" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Jun 16, 2006 Online <PDF>. 2009-12-03 <http://www.allacademic.com/meta/p90945_index.html>Publication Type: Conference Paper/Unpublished Manuscript Abstract: The current study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman (2002), the current study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times in order to gauge how aggression would change with increased video game play. Results showed a significant increase over time in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. |
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| | Pages: 28 pages | || | Words: 7881 words | || | |
| 4. Saari, Timo., Turpeinen, Marko. and Ravaja, Niklas. "Emotionally Adapted Games: An Example of a First Person Shooter" Paper presented at the annual meeting of the International Communication Association, Marriott, Chicago, IL, May 20, 2009 Online <APPLICATION/PDF>. 2009-12-03 <http://www.allacademic.com/meta/p300313_index.html>Publication Type: Conference Paper/Unpublished Manuscript Review Method: Peer Reviewed Abstract: This paper discusses a specific customization technology – Psychological Customization - which enables the customization of information presented on a computer-based system in real-time and its application to manipulating emotions when playing computer games. The possibilities of customizing different elements of games to manipulate emotions are presented and a definition of emotionally adaptive games is given. A psychophysiologically adaptive game is discussed as an example of emotionally adapted games. |
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| | Pages: 35 pages | || | Words: 8833 words | || | |
| 5. Eastin, Matthew., Griffiths, Robert. and Lerch, Jeffrey. "Beyond Shooter Games: How Game Environment, Game Type, and Competitor Influence Presence, Arousal and Aggression" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY, Online <PDF>. 2009-12-03 <http://www.allacademic.com/meta/p14244_index.html>Publication Type: Conference Paper/Unpublished Manuscript Abstract: During the past several years, video games have increased in popularity and become increasingly more violent and interactive. Past research suggests both a positive and null effect between video game play and aggression. The current research explores how gaming environment (VR, standard console, and watching), game type (fighting, shooting, and racing), and competitor (person and CPU agent) influence levels of presence, arousal, and short-term hostility measured as aggressive behavior, aggressive thoughts, and aggressive feelings. In addition to game environment influencing perceived presence, results indicate the interaction between game environment and game type significantly influences aggressive behavior and thoughts and arousal. Finally, competitor and game environment interact to influence aggressive feelings. |
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