The good, the bad, or the ugly? A multilevel perspective on electronic game effect

Publication Type  Journal Article
Year of Publication  2004
Authors  Southwell, B. G.; Doyle, K. O.
Journal Title  American Behavioral Scientist
Volume  48
Pagination  391-401
ISBN Number  0002-7642
Accession Number  ISI:000225088700003
Key Words  games; computers; technology; negative effects; positive effects; VIDEO GAMES; COMMUNICATION-RESEARCH; BEHAVIOR; LIFE; USER
Abstract  

When pundits-and some researchers-proclaim electronic games,either altogether good or altogether bad for society, they often miss theoretical subtleties that if considered would allow us to see both the boon and the burden of the emerging technology and point to important future possibilities. Most important, these critics often jail to recognize that variability exists at different levels of analysis and in the interactions: between players, between games, between contexts, and so forth. The simultaneous existence of both positive and negative consequences of electronic games can be elaborated and reconciled in part through a multilevel perspective on electronic game effects whereby important variables exist at the levels of the individual, game content, and societal time or space. This article illustrates this idea by reviewing some recent findings in this arena and pointing to common threads that relate to the likely multilevel structure of human interaction with electronic games.


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