Serious Games in der Gesundheitskommunikation
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|