There are currently 0 users and 93 guests online.
There are
390 people registered on the Digiplay site.
|
Media
New entry in the Digiplay Games Research Bibliography:
Miller, M. K.; Summers, A. (2007)
Sex Roles
Video game characters have the potential to shape players' perceptions of gender roles. Through social comparison processes, players learn societal expectations of appearances, behaviors and roles. Forty-nine articles were coded from current U.S. gaming magazines, resulting in 115 coded characters. This content analysis of video game magazine articles investigated how characters are portrayed, focusing on gender differences. Males were more likely to be heroes and main characters, use more weapons, have more abilities, and were more muscular and powerful. Females were more often supplemental characters, more attractive, sexy, and innocent, and also wore more revealing clothing. Understanding these video game messages is an important first step in understanding the effects games and magazines may have on behavior and attitudes. Read more...
New entry in the Digiplay Games Research Bibliography:
Kirsh, S. J.; Mounts, J. R. W. (2007)
Aggressive Behavior
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.
Read more...
New entry in the Digiplay Games Research Bibliography:
Izushi, H.; Aoyama, Y. (2006)
Environment and Planning A
In this paper we explore the interrelationship between technological progress and the formation of industry-specific skills by analysing the evolution of the video-game industry in three countries: Japan, the United States, and the United Kingdom. We argue that the cross-sectoral transfer of skills occurs differently depending on national contexts, such as the social legitimacy and strength of preexisting industries, the socioeconomic status of entrepreneurs or pioneer firms in an emerging industry, and the sociocultural cohesiveness between the preexisting and emerging industries. Each country draws on a different set of creative resources, which results in a unique trajectory. Whereas Japan's video-game industry emerged out of corporate sponsorships in arcades, toys, and consumer electronics industries and drew skills from the comic book and animated-film sectors, the video-game industry in the United States evolved from arcades and personal computers. In the United Kingdom the video-game industry developed bottom-up, through a process of skills formation in the youth culture of 'bedroom coders' that nurtured self-taught programmers in their teens throughout the country. Read more...
New entry in the Digiplay Games Research Bibliography:
Fischer, P.; Kubitzki, J.; Guter, S.; Frey, D. (2007)
Journal of Experimental Psychology-Applied
Research has consistently shown that aggressive video console and PC games elicit aggressive cognitions, affect, and behaviors. Despite the increasing popularity of racing (driving) games, nothing is known about the psychological impact of this genre. This study investigated whether playing racing games affects cognitions, affect, and behaviors that can promote risk taking in actual road traffic situations. In Study 1, the authors found that the frequency of playing racing games was positively associated with competitive driving, obtrusive driving, and car accidents; a negative association with cautious driving was observed. To determine cause and effect, in Study 2, the authors manipulated whether participants played I of 3 racing games or I of 3 neutral games. Participants who played a racing game subsequently reported a higher accessibility of cognitions and affect positively associated with risk taking than did participants who played a neutral game. Finally, on a more behavioral level, in Study 3, the authors found that men who played a racing game subsequently took higher risks in computer-simulated critical road traffic situations than did men who played a neutral game. Theoretical and practical implications are discussed. Read more...
New entry in the Digiplay Games Research Bibliography:
Ravaja, N.; Saari, T.; Salminen, M.; Laarni, J.; Kallinen, K. (2006)
Media Psychology
We examined emotional valence- and arousal-related phasic psychophysiological responses to different video game events among 36 young adults who played Super Monkey Ball 2 (Sega Corporation, Tokyo, Japan). Event-related changes in zygomaticus trial. or, corrugator supercilii, and orhicularis oculi electromyographic activity, skin conductance level, and cardiac interbeat intervals were recorded. Instantaneous game events elicited reliable psychophysiological responses indexing valence and arousal. A largely linear, positive dose-response relationship between rewards obtained in the game and phasic increases in arousal was revealed. The valence of the emotional response varied as a function of the player's active participation (active coping). In addition, not only positive events, but also some putatively negative events elicited positively valenced arousal. The findings extend our understanding of the phasic changes in the emotional state during video games and a dynamic flow of events and action and may have several applied implications (e.g., for game design). Read more...
New entry in the Digiplay Games Research Bibliography:
Jansz, J.; Martis, R. G. (2007)
Sex Roles
The content of games is an understudied area in social scientific research about video games. The purpose of the present study is to contribute to the understanding of the portrayal of gender and race in games. Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally White. Nowadays, quite a few video games have women in leading parts; Tomb Raider's Lara Croft is the prototypical example. In our study we investigated the so-called 'Lara phenomenon,' that is, the appearance of a competent female character in a dominant position. We also studied the portrayal of men and the race of both male and female characters. We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualized emphasis on female features. Most game characters belonged to the dominant White race, the heroes exclusively so. Read more...
New entry in the Digiplay Games Research Bibliography:
Zapata, A. L.; Moraes, A. J. P.; Leone, C.; Doria, U.; Silva, C. A. A. (2006)
European Journal of Pediatrics
The objective of the present study was to evaluate the presence of pain and musculoskeletal pain syndromes in adolescents and associate them to computer and video game use. A cross-sectional study was performed on the entire adolescent population (n=833) of a private situated in the city of Sao Paulo. The research included a questionnaire and physical examination of the musculoskeletal system. Statistical analysis was carried out with Fisher, chi-square, Mann Whitney tests and logistic regression. A total of 791 adolescent was evaluated. A computer was used by 99% and video games by 58%. Pain was reported by 312 (39.4%) students: 23% complained of back pain, 9% of upper limb pain, 4% of diffuse pain and 4% of pain in the trapezium muscle. A clinical examination was carried out in 359 students, and one or more musculoskeletal pain syndromes were present in 56 students (15.6%): benign joint hypermobility syndrome in 10%, myofascial syndrome in 5%, tendonitis in 2% and fibromyalgia in 1%. In the multivariate analysis, the logistical regression showed that the independent variables in the prediction of pain were sex [odds ratio (OR): 2.19, 95% confidence interval (95% CI): 1.33-3.61] and age (OR: 1.17, 95% CI: 1.07-1.28) and that the prediction of musculoskeletal pain syndromes were sex (OR: 3.17, 95% CI: 1.69-6.22) and number of days a week using the computer (OR: 1.22, 95% CI: 1.05-1.42). However, the variations in the dependent variables by the mathematical regression models were low. Despite the frequent use of computer and video games among adolescents, this was not associated with the presence of pain and musculoskeletal pain syndromes. Read more...
New entry in the Digiplay Games Research Bibliography:
Thompson, K. M.; Tepichin, K.; Haninger, K. (2006)
Archives of Pediatrics & Adolescent Medicine
Objectives: To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. Design: We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Setting: Harvard University, Boston, Mass. Participants: Authors and 1 hired game player. Main Exposure: M-rated video games. Main Outcome Measures: Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Results: Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and non-human characters; and have a higher rate of human deaths than video games rated T (for "teen"). Conclusion: Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors. Read more...
New entry in the Digiplay Games Research Bibliography:
Sigurdsson, J. F.; Gudjonsson, G. H.; Bragason, A. V.; Kristjansdottir, E.; Sigfusdottir, I. D. (2006)
Personality and Individual Differences
The study investigates the relationship between empathy and attitudes towards violence and real-life exposure to violent films and computer games. It is hypothesised that low empathy and attitudes that predispose people towards violence are more strongly related to exposure to violent films and computer games than to superordinate personality traits (e.g., EPQ psychoticism, extraversion, antisocial personality traits), or subtraits, such as sensation-seeking. Four hundred and thirty-three students in further education completed three personality questionnaires, a questionnaire of attitudes towards violence, and reported on their use of violent computer games, films and videos. Multivariate analyses in the form of ordinary least squares (OLS) models were used to test the primary hypotheses. Acceptance of violence, as measured by the Maudsley Violence Questionnaire (MVQ), was the strongest and most consistent predictor of violent media use. Superordinate personality traits were generally fully mediated by acceptance of violence. The findings emphasise the importance of general acceptance of violence in the consumption of violent games and films. Some gender differences emerged; particularly in relation to the use of violent computer games. Empathy had no significant effects for either males or females. Read more...
New entry in the Digiplay Games Research Bibliography:
Slater, M. D.; Henry, K. L.; Swaim, R. C.; Cardador, J. M. (2004)
Communication Research
We hypothesize that the relationship between teen use of violent media and aggressiveness is contingent on personality and situational variables. Concurrent effects are modeled in four waves of data collection using multilevel analyses. Results indicate that the effect of violent media on aggression is more robust among students who report feelings of alienation from school and during times of increased peer victimization. Although overall use of violent media is associated with higher levels of aggression, a robust within-individual effect also exists, that is, during times when a student is viewing elevated levels of violent media content relative to the student's own norms for use of such media, he or she is also more likely to demonstrate heightened levels of aggression. This relationship is more robust among students who are victimized by their peers and experiencing increased sensation seeking. Read more...
Digiplay Bibliography Updates
|
Support Digiplay and the future of the Digiplay Games Bibliography by donating via PayPal.

Understanding Digital Games has free content available online.
|