Family

New entry in the Digiplay Games Research Bibliography:

Nutt, D.; Railton, D. (2003)
Information, Communication and Society

Image of booksThis article examines one of the most popular computer games The Sims to consider whether the shared understanding of the game's "rules' can be understood through the concept of genre. The main argument is that the genre being used is "real life'. The game's creators are assuming the players share with them, and with each other, an understanding of real life, which can be transposed into the game world. The article explores this notion of a real-life narrative that is shared, by considering the ways in which family and other relationships are both conceptualized and played out in the game. Whilst real life as genre is problematized here, the tensions and conflicts of contemporary real-world conceptualizations of family and other relationships do appear to be represented in the game. What is interesting then, given this, are the ways in which players negotiate the gameplay. The article concludes by suggesting that players are active agents negotiating both the game' s version of real life, and their own real-world experiences. Read more...

New entry in the Digiplay Games Research Bibliography:

Brady, S S; Matthews, K A (2006)
Archives of Pediatrics & Adolescent Medicine

Image of booksObjective: To test the effects of media violence exposure on blood pressure, negative affect, hostile social information processing, uncooperative behavior, and attitudes toward health risk behaviors among young men varying in lifetime violence exposure within the home and community. Design: Experimental laboratory study. Setting: University campus situated within an urban environment. Participants: One hundred male undergraduates aged 18 to 21 years. Intervention: Men who had previously reported differing amounts of lifetime home and community violence were randomly assigned to play The Simpsons: Hit and Run (low-violence condition) or Grand Theft Auto III (high-violence condition). Main Outcome Measures: Systolic and diastolic blood pressure; negative affect; hostile social information processing; uncooperative behavior; and permissive attitudes toward violence, alcohol use, marijuana use, and sexual activity without condom use. Results: Men randomly assigned to play Grand Theft Auto III exhibited greater increases in diastolic blood pressure from a baseline rest period to game play, greater negative affect, more permissive attitudes toward using alcohol and marijuana, and more uncooperative behavior in comparison with men randomly assigned to play The Simpsons. Only among participants with greater exposure to home and community violence, play of Grand Theft Auto III led to elevated systolic blood pressure in comparison with play of The Simpsons (mean, 13 vs 5 mm Hg). Conclusions: Media violence exposure may play a role in the development of negative attitudes and behaviors related to health. Although youth growing up in violent homes and communities may become more physiologically aroused by media violence exposure, all youth appear to be at risk for potentially negative outcomes. Read more...

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