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- 2. Games are growing APA finds Video Games to be strongly associated with increased aggressive behavior, cognition,
- 3. Why Study MMORPGs? MMORPG players spend significantly more time playing. Gamers play for an average of
- 4. Why Study MMORPGs? Social interaction positively influences how enjoyable the games are as well as the
- 5. Why Study MMORPGs? They create an emotional attachment and sense of investment through the creation of
- 6. Cultivation Theory Meta-analyses of violence in television and movies found four distinct cultivation effects: the aggressor
- 7. Content Analyses According to Schmierbach (2009), content analyses of violence in video games tend to use
- 8. The Present Study The purpose of this study was to content analyze the top five most
- 9. Hypotheses H1: The majority of violence will result in death. H2: The majority of violence will
- 10. Method “any overt depiction of a credible threat of physical force or the actual use of
- 11. Method The unit of analysis is a PAT which is defined as “an aggressive exchange that
- 12. Coding Categories The coding categories were developed from categories and variables used in the Smith, Lachlan,
- 13. Procedure Participant Installed games on his personal laptop. Played each game for two hours and recorded
- 14. Results Results in death 97.6% of the PATs. Injury is a result in only 2.8% of
- 15. Results Violence is required in 83.4% of PATs Research Question 1 is answered. Violence is justified
- 16. Results Humans not a target at all Hypothesis 3 is not supported. Non-human Sentients were the
- 17. Results Males are the target in 51.2% of PATs Females are the target in 4.2% of
- 18. Discussion Prior content analyses focused on other genres or top selling games, not MMORPGs specifically. Future
- 19. Limitations The Elder Scrolls Online was dropped from the sample due installation errors and a laptop
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