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  1. Serious Games in der Gesundheitskommunikation
    Erschienen: 2017
    Verlag:  Springer VS, Wiesbaden

    Abstract: Der Einsatz von Serious Games in der Gesundheitskommunikation stößt sowohl bei Praktikerinnen und Praktikern als auch Forscherinnen und Forschern in jüngster Zeit vermehrt auf Interesse. Mittlerweile gibt es zahlreiche Spiele, die... mehr

     

    Abstract: Der Einsatz von Serious Games in der Gesundheitskommunikation stößt sowohl bei Praktikerinnen und Praktikern als auch Forscherinnen und Forschern in jüngster Zeit vermehrt auf Interesse. Mittlerweile gibt es zahlreiche Spiele, die entwickelt oder eingesetzt werden, um gesundheitsbezogenes Wissen, Einstellungen und Verhalten zu beeinflussen, und mindestens ebenso viele Studien, die sich mit der Wirksamkeit dieser Angebote befassen. Anhand von drei zentralen Einsatzbereichen von Serious Games in der Gesundheitskommunikation (Prävention, Begleitung von Heilungsprozessen, Aus- und Weiterbildung von medizinischem Fachpersonal) werden die Potenziale der Spiele sowie der (bisherige) Forschungsstand diskutiert

     

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    Quelle: Verbundkataloge
    Beteiligt: Rossmann, Constanze (Herausgeber); Hastall, Matthias R. (Herausgeber)
    Sprache: Deutsch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/61058
    DDC Klassifikation: Medizin und Gesundheit (610); Psychologie (150); Publizistische Medien, Journalismus, Verlagswesen (070)
    Schriftenreihe: Handbuch der Gesundheitskommunikation: kommunikationswissenschaftliche Perspektiven
    Springer Reference Sozialwissenschaften
    Weitere Schlagworte: (thesoz)Gesundheitsverhalten; (thesoz)Computerspiel; (thesoz)Prophylaxe; (thesoz)interaktive Medien; (thesoz)Gesundheitsförderung; (thesoz)Lernen; (thesoz)Rehabilitation; (thesoz)Persuasion; Serious Games; Games for Health; Computerspiele; Lernen; Persuasion
    Umfang: Online-Ressource, 1-11 S.
    Bemerkung(en):

    Veröffentlichungsversion

    begutachtet (peer reviewed)

    In: Rossmann, Constanze (Hg.), Hastall, Matthias R. (Hg.): Handbuch der Gesundheitskommunikation: kommunikationswissenschaftliche Perspektiven. 2017. S. 1-11. ISBN 978-3-658-10948-6

  2. Violent video games and physical aggression: evidence for a selection effect among adolescents

    Abstract: Longitudinal studies investigating the relationship of aggression and violent video games are still scarce. Most of the previous studies focused on children or younger adolescents and relied on convenience samples. This paper presents data... mehr

     

    Abstract: Longitudinal studies investigating the relationship of aggression and violent video games are still scarce. Most of the previous studies focused on children or younger adolescents and relied on convenience samples. This paper presents data from a 1-year longitudinal study of N = 276 video game players aged 14 to 21 drawn from a representative sample of German gamers. We tested both whether the use of violent games predicts physical aggression (i.e., the socialization hypothesis) and whether physical aggression predicts the subsequent use of violent games (i.e., the selection hypothesis). The results support the selection hypotheses for the group of adolescents aged 14 to 17. For the group of young adults (18–21), we found no evidence for both the socialization and the selection hypothesis. Our findings suggest that the use of violent video games is not a substantial predictor of physical aggression, at least in the later phases of adolescence and early adulthood. The differences we

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/59021
    DDC Klassifikation: Psychologie (150); Publizistische Medien, Journalismus, Verlagswesen (070)
    Weitere Schlagworte: (thesoz)Bundesrepublik Deutschland; (thesoz)junger Erwachsener; (thesoz)Längsschnittuntersuchung; (thesoz)Computerspiel; (thesoz)Sozialisation; (thesoz)Gewalt; (thesoz)Adoleszenz; (thesoz)Jugendlicher; (thesoz)Aggression; (thesoz)Gewaltbereitschaft; (thesoz)Verhalten; video games
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Psychology of Popular Media Culture ; 4 (2015) 4 ; 305-328

  3. Aggression and Preference for First-Person Shooter and Action Games: Data From a Large-Scale Survey of German Gamers Aged 14 and Above

    Abstract: Cross-sectional studies on video game violence and aggression have yielded contradictory results. Parts of this inconclusiveness can be attributed to the limitation to particular age groups. The present study investigated the relationship... mehr

     

    Abstract: Cross-sectional studies on video game violence and aggression have yielded contradictory results. Parts of this inconclusiveness can be attributed to the limitation to particular age groups. The present study investigated the relationship between preference for action and first-person shooter (FPS) games and aggression for the groups of adolescents (14-18), younger (19-39), and older adults (40+) in a sample of German gamers (N = 4,500). The strength of the association differed between age groups. Even after controlling for gender, education, social support, self-efficacy, and overall video game use, we found a significant relationship between preference for action and FPS games and physical aggression that was strongest for the adolescents. We found no such association for anger and verbal aggression. The results indicate that potential selection or socialization effects are likely to differ with age and that research on video games and aggression can benefit from the inclusion of

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/61762
    DDC Klassifikation: Publizistische Medien, Journalismus, Verlagswesen (070); Psychologie (150)
    Weitere Schlagworte: (thesoz)Jugendlicher; (thesoz)junger Erwachsener; (thesoz)Erwachsener; (thesoz)Computerspiel; (thesoz)Verhalten; (thesoz)Gewalt; (thesoz)Aggression; (thesoz)Bundesrepublik Deutschland
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Communication Research Reports ; 31 (2014) 2 ; 183-196

  4. More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games

    Abstract: Recent research has attempted to describe meaningful experiences with entertainment media that go beyond hedonic enjoyment. Most of this research focuses on noninteractive media, such as film and television. When applied to digital games,... mehr

     

    Abstract: Recent research has attempted to describe meaningful experiences with entertainment media that go beyond hedonic enjoyment. Most of this research focuses on noninteractive media, such as film and television. When applied to digital games, however, such research needs to account for not only the content of the medium, but also the unique dimensions of digital games that distinguish them from noninteractive media. Experiences with digital games are shaped by the game mechanics that define the users' interaction with game content, as well as by the opportunities for social interaction that many games offer. We argue that the complex interplay of these dimensions (narrative, mechanics, and context) facilitates or inhibits meaningful user experiences in ways that are unique to digital games

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/61798
    DDC Klassifikation: Publizistische Medien, Journalismus, Verlagswesen (070); Psychologie (150)
    Weitere Schlagworte: (thesoz)Computerspiel; (thesoz)interaktive Medien; (thesoz)Interaktion; (thesoz)Medien; (thesoz)Nutzung; (thesoz)Wirkung; (thesoz)Emotionalität; (thesoz)Erleben; (thesoz)Unterhaltung
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Journal of Communication ; 64 (2014) 3 ; 521-542

  5. Press CRTT to measure aggressive behavior: the unstandardized use of the competitive reaction time task in aggression research

    Abstract: The Competitive Reaction Time Task (CRTT) is the measure of aggressive behavior most commonly used in laboratory research. However, the test has been criticized for issues in standardization because there are many different test procedures... mehr

     

    Abstract: The Competitive Reaction Time Task (CRTT) is the measure of aggressive behavior most commonly used in laboratory research. However, the test has been criticized for issues in standardization because there are many different test procedures and at least 13 variants to calculate a score for aggressive behavior. We compared the different published analyses of the CRTT using data from 3 different studies to scrutinize whether it would yield the same results. The comparisons revealed large differences in significance levels and effect sizes between analysis procedures, suggesting that the unstandardized use and analysis of the CRTT have substantial impacts on the results obtained, as well as their interpretations. Based on the outcome of our comparisons, we provide suggestions on how to address some of the issues associated with the CRTT, as well as a guideline for researchers studying aggressive behavior in the laboratory

     

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      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/61805
    DDC Klassifikation: Publizistische Medien, Journalismus, Verlagswesen (070); Psychologie (150)
    Weitere Schlagworte: (thesoz)Aggression; (thesoz)Messung; (thesoz)Standardisierung; (thesoz)Methodologie; (thesoz)Medien; (thesoz)Wirkung; (thesoz)Computerspiel; (thesoz)Aggressionsforschung; Competitive Reaction Time Task
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Psychological Assessment ; 26 (2014) 2 ; 419-432

  6. Sexist Games
    = Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes

    Abstract: From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in... mehr

     

    Abstract: From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed t

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/59031
    DDC Klassifikation: Sozialwissenschaften (300); Psychologie (150)
    Weitere Schlagworte: (thesoz)Längsschnittuntersuchung; (thesoz)Computerspiel; (thesoz)Sexismus; (thesoz)Cultivation Theory; (thesoz)Bundesrepublik Deutschland; (thesoz)Jugendlicher; (thesoz)junger Erwachsener; (thesoz)Geschlechtsrolle; (thesoz)Messung; (thesoz)Einstellung; (thesoz)CATI; (thesoz)soziale Wirklichkeit; (thesoz)sexuelle Belästigung; (thesoz)Wirkungsanalyse; (thesoz)Beeinflussbarkeit
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Cyberpsychology, Behavior, and Social Networking ; 18 (2015) 4 ; 197-202

  7. Tunnel Vision or Desensitization? The Effect of Interactivity and Frequency of Use on the Perception and Evaluation of Violence in Digital Games

    Abstract: Most of the studies on violence in digital games have investigated its effects on arousal or aggression. Little attention has been paid to how in-game violence is actually perceived and evaluated. To investigate this issue we conducted two... mehr

     

    Abstract: Most of the studies on violence in digital games have investigated its effects on arousal or aggression. Little attention has been paid to how in-game violence is actually perceived and evaluated. To investigate this issue we conducted two experimental studies (N = 30 and N = 74) in which participants either played or watched a violent shooter game and reported how they perceived and evaluated the violent content. Results showed that playing the games led to an increased awareness for in-game violence, but also to less-negative subjective evaluations of the violent content. Gaming frequency had a negative effect on both the perception and evaluation of in-game violence, suggesting a desensitization effect. The results of our studies illustrate that individual perceptions and evaluations of violence in digital games have to be taken into account when studying their effects. Implications for further research and the system of age ratings are discussed based on our findings

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/59022
    DDC Klassifikation: Publizistische Medien, Journalismus, Verlagswesen (070); Psychologie (150)
    Weitere Schlagworte: (thesoz)Computerspiel; (thesoz)interaktive Medien; (thesoz)Gewalt; (thesoz)Gewaltbereitschaft; (thesoz)Wahrnehmung; (thesoz)Spiel; (thesoz)Verhalten; (thesoz)Bewertung; (thesoz)selektive Wahrnehmung; (thesoz)Experiment; (thesoz)Aufmerksamkeit; video games; interactivity; media violence; desensitization; tunnel vision
    Umfang: Online-Ressource
    Bemerkung(en):

    Veröffentlichungsversion

    begutachtet (peer reviewed)

    In: Journal of Media Psychology : Theories, Methods, and Applications ; 26 (2014) 4 ; 176-188

  8. Sore Losers? A Reexamination of the Frustration-Aggression Hypothesis for Colocated Video Game Play

    Abstract: The impact of video game play on player aggression continues to be debated within the academic literature. Most of the studies in this area have focused on game content as the independent variable, whereas the social context of gaming is... mehr

     

    Abstract: The impact of video game play on player aggression continues to be debated within the academic literature. Most of the studies in this area have focused on game content as the independent variable, whereas the social context of gaming is largely neglected. This article presents an experimental study (N 76) on the effects of game outcome and trash-talking in a competitive colocated multiplayer sports video game on aggressive behavior. The results indicate that an unfavorable outcome (i.e., losing) can increase postgame aggression, whereas trash-talking by the opponent had no such effect. We also tested the frustration– aggression hypothesis for video games and found that the effect of losing on aggressive behavior is mediated by negative affect. The results suggest that the frustration–aggression hypothesis can be applied to the use of digital games and that game characteristics alone are not sufficient to explain effects on aggression

     

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      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/63658
    DDC Klassifikation: Psychologie (150)
    Weitere Schlagworte: (thesoz)Computerspiel; (thesoz)Verhalten; (thesoz)Aggression; (thesoz)Frustration; (thesoz)Interaktion; (thesoz)Kommunikation; (thesoz)Sprache; (thesoz)Sprachverhalten; (thesoz)Wettkampf; (thesoz)Experiment; video games; aggression; frustration; competition
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Psychology of Popular Media Culture ; 4 (2015) 2 ; 126-137

  9. Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression

    Abstract: Most studies investigating the effects of violence in digital games on aggression and physiological arousal feature two groups of participants either playing a violent or a nonviolent game. However, violent content is usually not the only... mehr

     

    Abstract: Most studies investigating the effects of violence in digital games on aggression and physiological arousal feature two groups of participants either playing a violent or a nonviolent game. However, violent content is usually not the only dimension on which the games used in these studies differ. This raises the issue of possibly confounding variables. We conducted a study in which the displayed violence and the pace of action of a first-person shooter game were manipulated systematically through game modifications (modding), whereas other variables were controlled for. Dependent variables were physiological arousal (autonomic and behavioral) during play, and postgame aggressive behavior. Aggressive behavior was not influenced by either of the two variables. Although both violence and pace of action did not affect autonomic arousal, there was an interaction effect of these variables on behavioral measures of arousal. Playing a fast-paced game inhibited participants’ body movement

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/63779
    DDC Klassifikation: Psychologie (150)
    Weitere Schlagworte: (thesoz)Computerspiel; (thesoz)Gewalt; (thesoz)Gewaltbereitschaft; (thesoz)physiologische Faktoren; (thesoz)Verhalten; (thesoz)Aggression; (thesoz)Experiment; (thesoz)Student; (thesoz)Aktivierung; (thesoz)Beeinflussbarkeit; (thesoz)Verhaltensänderung; digital games; violence; arousal; pace of action; stimulus selection
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Psychology of Popular Media Culture ; 4 (2015) 2 ; 112-125