E Shliakhovchuk, A Muñoz García - Educational Sciences: Theory and …, 2020 - ERIC
The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now …
This book is a clear, systematic, original and lively account of how media representations shape the way we see our and others' lives in a global age. It provides in-depth analysis of a …
M Saleem, S Prot, CA Anderson… - Communication …, 2017 - journals.sagepub.com
Few studies have empirically examined how media stereotypes of Muslims influence Americans' support for public policies exclusively harming Muslims. Across three studies, we …
The cover image therefore also speaks to our interest in politics, and specifically in how protesters harness the rhetorical power of the visual to fight the powerful. To simply bemoan …
D Carr - Games and Culture, 2019 - journals.sagepub.com
This article is about textual analysis, methodology, and representations (of bodies, identities and social groups) in digital games. The issues under consideration include textual analysis …
In this article we offer a potential research agenda for the study of popular culture in IR and outline how this research agenda could be advanced. If the incorporation of popular culture …
Objective: Test the effects of stereotypic video game portrayals with and without violence on attitudes toward the stereotyped group. Method: Two experiments tested the effects of …
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are …
Direct and indirect social identity threats can influence stigmatized individuals to seek identity management strategies that restore a positive sense of social identity. The current …