Gender, simulation, and gaming: Research review and redirections

J Jenson, S De Castell - Simulation & gaming, 2010 - journals.sagepub.com
This review of gender and gameplay research over the past three decades documents a set
of persistent methodological repetitions that have systematically impeded its progress since …

How violent video games communicate violence: A literature review and content analysis of moral disengagement factors

T Hartmann, KM Krakowiak… - Communication …, 2014 - Taylor & Francis
Mechanisms of moral disengagement in violent video game play have recently received
considerable attention among communication scholars. To date, however, no study has …

Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years

T Lynch, JE Tompkins, II Van Driel… - Journal of …, 2016 - academic.oup.com
We analyzed in-game content from titles released between 1983 and 2014 (n= 571)
featuring playable female characters. Results indicate that sexualization has diminished …

Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay

R Lavoie, K Main, C King, D King - Virtual Reality, 2021 - Springer
As virtual reality (VR) technology enters mainstream markets, it is imperative that we
understand its potential impacts on users, both positive and negative. In the present paper …

Horton and Wohl revisited: Exploring viewers' experience of parasocial interaction

T Hartmann, C Goldhoorn - Journal of communication, 2011 - academic.oup.com
Linking back to, the present approach conceptualizes and empirically examines viewers'
parasocial interaction experience with a TV performer. Causes and outcomes of parasocial …

Development and validation of a game addiction scale for adolescents

JS Lemmens, PM Valkenburg, J Peter - Media psychology, 2009 - Taylor & Francis
The aim of this study was to develop and validate a scale to measure computer and
videogame addiction. Inspired by earlier theories and research on game addiction, we …

[图书][B] Media literacy

WJ Potter - 2018 - books.google.com
The essential guide to decoding messages in a media-saturated world Media Literacy
teaches students how to navigate through the overwhelming flood of information found in …

The virtual census: Representations of gender, race and age in video games

D Williams, N Martins, M Consalvo… - New media & …, 2009 - journals.sagepub.com
A large-scale content analysis of characters in video games was employed to answer
questions about their representations of gender, race and age in comparison to the US …

[图书][B] The ethics of computer games

M Sicart - 2011 - books.google.com
Why computer games can be ethical, how players use their ethical values in gameplay, and
the implications for game design. Despite the emergence of computer games as a dominant …

Gaming sexism: Gender and identity in the era of casual video games

AC Cote - Gaming Sexism, 2020 - degruyter.com
When the Nintendo Wii was released in 2006, it ushered forward a new era of casual
gaming in which video games appealed to not just the stereotypical hardcore male gamer …