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Journal articles on the topic 'Video game violence'

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1

Weber, René, Katharina M. Behr, Jacob T. Fisher, Chelsea Lonergan, and Christian Quebral. "Video Game Violence and Interactivity: Effect or Equivalence?" Journal of Communication 70, no. 2 (April 2020): 219–44. http://dx.doi.org/10.1093/joc/jqz048.

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Abstract The effect of exposure to violent video game content on aggression is intensely debated. Meta-analyses have produced widely varying estimates as to the effect (or non-effect) of violent video games on subsequent aggressive thoughts and behaviors. Recent work suggests that interactivity and player skill may play key roles in moderating the effects of violent content in video games on aggression. This study investigates the effects of violence, interactivity, and player skill on mild aggressive behavior using a custom-developed first-person shooter game allowing for high levels of experimental control. We conduct effect and equivalence tests with effect size assumptions drawn from prominent meta-analyses in the video game violence literature, finding that aggressive behavior following violent video game play is statistically equivalent to that observed following non-violent game play. We also observe an interaction between violent game content, player skill, and interactivity. When player skill matched the interactivity of the game, violent content led to an increase in aggressive behavior, whereas when player skill did not match the interactivity of the game, violent content decreased aggressive behavior. This interaction is probed using a multiverse analysis incorporating both classical significance testing and Bayesian analyses.
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Hawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (July 2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.

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Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after playing a competitive, as opposed to a noncompetitive, game. Level of violence, winning or losing, and game difficulty did not have any significant effect. These results support the assertion that competition in video games has an independent and significant effect on subsequent aggression beyond violent content and game difficulty.
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3

Dill, Karen E., and Jody C. Dill. "Video game violence." Aggression and Violent Behavior 3, no. 4 (December 1998): 407–28. http://dx.doi.org/10.1016/s1359-1789(97)00001-3.

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4

Ferguson, Christopher J. "Violent Video Games, Mass Shootings, and the Supreme Court." New Criminal Law Review 17, no. 4 (2014): 553–86. http://dx.doi.org/10.1525/nclr.2014.17.4.553.

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The issue of video game violence continues to attract attention from the legal and policy communities, particularly in the wake of mass shootings. However, focusing on video game violence has generally not resulted in successful legal or public policy. In part this is because the science upon which beliefs of “harm” in video game violence are based remains inconsistent and heavily disputed. The current article examines several issues. First, the article examines the current evidence about video game violence influences on negative outcomes in players. Second, the article concerns itself with the application of video game science to several recent legal cases, involving both criminal prosecutions and attempted regulation/censorship of video game violence in the United States. Finally, the manuscript addresses several common talking points used in legal cases and by policy makers and examines whether these talking statements survive careful scientific scrutiny. It is advised that, consistent with the legal decisions and government reviews in the United States, Sweden, Australia, and elsewhere, current evidence does not support the regulation of violent video games, and legal or policy attempts to connect video game violence to specific crimes are unlikely to survive careful scrutiny.
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Nowak, Kristine L., Marina Krcmar, and Kirstie M. Farrar. "The Causes and Consequences of Presence: Considering the Influence of Violent Video Games on Presence and Aggression." Presence: Teleoperators and Virtual Environments 17, no. 3 (June 1, 2008): 256–68. http://dx.doi.org/10.1162/pres.17.3.256.

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The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (previous game use and gender) predict presence. Those who frequently play video games reported higher levels of presence than those who play video games less frequently. Males play more games but felt less presence than women. The second path is related to perceived violence: those who perceived the game to be more violent felt more presence than those who perceived less violence in the game. Both of these paths were influenced by frustration with the game, which reduced presence. Those who felt more presence felt more hostility and were more verbally aggressive than those who felt lower levels of presence. Higher levels of presence led to increased physically aggressive intentions. Theoretical and practical implications are discussed.
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6

Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (March 14, 2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.

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Abstract The purpose of this article is to investigate whether competition hypothesis (Anderson and Carnagey, 2009) contributes to the General Aggression Model when video game genre is entered into the relationship between video game use and self-reported physical aggression. A pre-test (n=93) taken randomly from the research sample employed categorized the game genres as violent and/or competitive. 1,170 adolescents (ages 12–18) completed the written survey. Online shooter games and fight’em up games, categorized as both violent and competitive, were positively related to self-reported physical aggression, while simulation games manifested a negative relationship. Video game genres such as strategy, sports, offline shooter, racing, adventure, puzzle, and platform games were not significantly related to physical aggression. The results support the hypothesis that the presence of both competition and violence in games increases the probability of physical aggression. This study shows that (1) video game genres can be used to predict physical aggression in a non-causal way and (2) that there is support for an interaction effect of the competition hypothesis and the violence hypothesis.
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7

Bösche, Wolfgang. "Violent Video Games Prime Both Aggressive and Positive Cognitions." Journal of Media Psychology 22, no. 4 (January 2010): 139–46. http://dx.doi.org/10.1027/1864-1105/a000019.

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Previous studies have shown that violent video games prime aggressive thoughts and concepts. Interestingly, positively valenced test stimuli are rarely used in this field, though they might provide useful information on the nature of the emotional response to virtual violence and its associative structure. According to the General Aggression Model (GAM) and its extensions ( Carnagey, Anderson, & Bushman, 2007 ), normal negative reactions to violence are expected. Alternatively, playing violent video games might be construed as engaging in positively valenced playful fighting behavior. To test the potential of violent video games to prime positive concepts, N = 29 adult males played either a violent or a nonviolent video game for 20 minutes and were subsequently tested in a standard lexical decision task consisting of positive, aggressive, nonaggressive negative, and neutral target words. The data show that the violent video game primed aggressive concepts as expected, but also raised positive concepts, and did so independently of the participants’ history of playing violent video games. Therefore, the results challenge the idea that violent video games inherently stimulate negative concepts only.
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8

Krause, Karlie A., Chelsie Smyth, and Kate L. Jansen. "Exploring the Effects of Violent Video Games on Healthcare Trainees." Simulation & Gaming 51, no. 5 (June 16, 2020): 653–65. http://dx.doi.org/10.1177/1046878120932298.

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Background. The prevalence of video game play has continued to increase. Previous literature has suggested negative emotional consequences related to violent video game play, such as an increase in aggression and decrease in empathy. Healthcare providers require high levels of empathy to effectively work with patients. The purpose of this study was to explore the effects of video games on empathy on a sample of graduate-level healthcare trainees. Methods. A sample of 81 students on a healthcare campus completed a 30-item survey assessing video game habits and empathy levels. Participants were then placed into two groups (violent and non-violent) based on the amount of video game violence they are exposed to. Results. The results revealed no differences between healthcare trainees on overall empathy. A follow-up analysis examining individual subscales that comprise the overall empathy score, indicated the violent video game players had lower scores on the Personal Distress scale. Conclusion. Findings suggest that healthcare trainees who play violent video games do not experience decreased Empathic Concern or Perspective Taking, compared to individuals who do not play violent games. However, healthcare trainees who play violent video games indicated lower levels of Personal Distress. Given the intensity in healthcare settings, findings suggest violent video game play may be adaptive to healthcare trainees, as lower personal distress can lead to better decision-making and potentially prevent burnout. Further research is necessary to determine the role of video game play in healthcare professionals.
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Květon, Petr, and Martin Jelínek. "Frustration and Violence in Mobile Video Games." Swiss Journal of Psychology 79, no. 2 (April 2020): 63–70. http://dx.doi.org/10.1024/1421-0185/a000236.

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Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.
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Siregar, Nadia Itona, and Pudji Muljono. "Pengaruh Perilaku Bermain Video Game Berunsur Kekerasan Terhadap Perilaku Agresi Remaja." Jurnal Sains Komunikasi dan Pengembangan Masyarakat [JSKPM] 1, no. 3 (October 4, 2017): 261. http://dx.doi.org/10.29244/jskpm.1.3.261-276.

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The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi
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11

Hilgard, Joseph, Christopher R. Engelhardt, Jeffrey N. Rouder, Ines L. Segert, and Bruce D. Bartholow. "Null Effects of Game Violence, Game Difficulty, and 2D:4D Digit Ratio on Aggressive Behavior." Psychological Science 30, no. 4 (March 7, 2019): 606–16. http://dx.doi.org/10.1177/0956797619829688.

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Researchers have suggested that acute exposure to violent video games is a cause of aggressive behavior. We tested this hypothesis by using violent and nonviolent games that were closely matched, collecting a large sample, and using a single outcome. We randomly assigned 275 male undergraduates to play a first-person-shooter game modified to be either violent or less violent and hard or easy. After completing the game-play session, participants were provoked by a confederate and given an opportunity to behave aggressively. Neither game violence nor game difficulty predicted aggressive behavior. Incidentally, we found that 2D:4D digit ratio, thought to index prenatal testosterone exposure, did not predict aggressive behavior. Results do not support acute violent-game exposure and low 2D:4D ratio as causes of aggressive behavior.
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12

Suziedelyte, Agne. "Is it only a game? Video games and violence." Journal of Economic Behavior & Organization 188 (August 2021): 105–25. http://dx.doi.org/10.1016/j.jebo.2021.05.014.

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13

Ruiz-Fernández, Ana, Miriam Junco-Guerrero, and David Cantón-Cortés. "Exploring the Mediating Effect of Psychological Engagement on the Relationship between Child-to-Parent Violence and Violent Video Games." International Journal of Environmental Research and Public Health 18, no. 6 (March 11, 2021): 2845. http://dx.doi.org/10.3390/ijerph18062845.

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Research into the effects of violent video games on levels of aggression has raised concerns that they may pose a significant social risk, especially among younger people. The objective of this study was to analyze, through structural equation models, the mediating role of psychological engagement in the relationship between the consumption of violent video games and child-to-parent violence (CPV) against the mother and the father. The sample consisted of 916 students from the third and fourth grades of compulsory secondary education, first and second grades of high school, and first cycle of vocational training (483 males and 433 females), of whom a total of 628 were video game players, aged between 13 and 19. The exposure to video games was assessed through an author-elaborated questionnaire, engagement was evaluated with the game engagement questionnaire, and CPV was assessed through the child-to-parent aggression questionnaire. The structural equation models indicated that exposure to violent video games was related to lower rates of CPV against both parents. Conversely, the flow (a sense of being in control, being one with activity, and experiencing distortions in the perception of time) dimension of engagement positively correlated with the level of CPV against the mother, whereas the flow and absorption (total engagement in the current experience) dimensions correlated with CPV against the father. In conclusion, the results confirm the role of violent video game consumption, reducing CPV rates against both parents, a role that is offset to the extent that these violent games provoke engagement in the user.
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Ivory, Adrienne Holz, James D. Ivory, and Madison Lanier. "Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students." Journal of Media Psychology 29, no. 1 (January 2017): 42–53. http://dx.doi.org/10.1027/1864-1105/a000210.

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Abstract. While there is extensive literature exploring the possible negative effects of video games, and many such studies using college student samples, there is little research on how video game use impacts the unique risk environment of college students. This study focuses on the unique risk aspects of the college and university environment with a preregistered survey comparing three competing models of video games’ possible role (games as risk, incapacitation, or inconsequential) in predicting alcohol and substance use, sexual risk, interpersonal violence, bullying victimization, suicide, disordered eating, and exercise to provide a baseline measure of what role, if any, video games play in the college and university risk environment. Video game play was most consistently associated with outcomes related to suicide and interpersonal violence, and more sporadically associated with some other outcomes.
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McLean, Lavinia, and Mark D. Griffiths. "Violent Video Games and Attitudes Towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 3 (July 2013): 1–16. http://dx.doi.org/10.4018/ijcbpl.2013070101.

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Previous research has indicated that playing violent video games may be associated with an increase in acceptance of violence and positive attitudes towards perpetrators of crime. This study is the first to investigate the relationship between playing violent video games and attitudes towards victims of crime. A total of 206 young people (aged 12-24 years) completed measures of attitudes towards victims and violent video game exposure. The results suggest that exposure to violent video games is associated with less concern being reported for victims of crime. Young people who play more violent video games reported less concern for general victims and for culpable victims, and these effects cannot be explained by gender or age differences. The results are discussed in relation to relevant research in the area, along with recommendations for future research.
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Fanani, Fajriannoor. "Mitologi Dalam Video Game: Pesan-pesan Politik Dalam Video Games Amerika Serikat." Jurnal The Messenger 3, no. 1 (January 19, 2016): 1. http://dx.doi.org/10.26623/themessenger.v3i1.180.

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<p><em>Video Game, especially in Indonesia, has been long seeing as kid toy with minimum or no psychological impact to the player. This view is a serious mistake since video game able to transmit violence message to political message into their audience or player. Political message especially is very omnipresent in such game as Red Alert, Generals and others FPS or RTS games. The message on these games is higly political and contains political views the developer has. This writing tries to read the political messages on games like Red Alert and Counter Strike to find myth the developer create or believe and search out why these myths is present. Barthes analysis on semiotics were used to read not only the denotative meaning of the message, but also find the connotative message and finaly find the myths wrapped around the games.</em></p>
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Halbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. "When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being." Perspectives on Psychological Science 14, no. 6 (November 2019): 1096–104. http://dx.doi.org/10.1177/1745691619863807.

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Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.
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Ferguson, Christopher J., Allen Copenhaver, and Patrick Markey. "Reexamining the Findings of the American Psychological Association’s 2015 Task Force on Violent Media: A Meta-Analysis." Perspectives on Psychological Science 15, no. 6 (August 10, 2020): 1423–43. http://dx.doi.org/10.1177/1745691620927666.

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In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA’s resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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Ferguson, C. "A prospective analysis of youth violence in adolescents: influence of depression, personality, social environment and media violence." European Psychiatry 26, S2 (March 2011): 530. http://dx.doi.org/10.1016/s0924-9338(11)72237-4.

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ObjectiveUnderstanding youth violence remains a pressing issue of social concern. Identifying key risk factors for youth violence may help guide prevention and intervention efforts.AimsTo examine the relative impact of varying social influences related to family, community, mental health, television and video games on youth violence in a multivariate format.Study designThe current study involved a one-year prospective study of multiple risk and protective factors for youth violence in a Hispanic-majority sample of early adolescents. Multiple regression was used to examine risk factors from a multivariate format.ResultsResults find that current depression level was the most significant risk factor for youth violence. The influence of depression was most pronounced in individuals with preexisting antisocial personality traits. Risk and protective factors related to schools, neighborhoods, family environment or video game or television violence use were not predictive of youth violence.ConclusionsPotentially, prevention efforts which focus on mental health issues may demonstrate the most positive effects. The degree of resources and rhetoric spent on other factors, particularly television and video game violence may conversely proove unhelpful in reducing youth violence.
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Staude-Müller, Frithjof, Thomas Bliesener, and Stefanie Luthman. "Hostile and Hardened? An Experimental Study on (De-)Sensitization to Violence and Suffering Through Playing Video Games." Swiss Journal of Psychology 67, no. 1 (March 2008): 41–50. http://dx.doi.org/10.1024/1421-0185.67.1.41.

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This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).
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Krahé, Barbara. "Restoring the Spirit of Fair Play in the Debate About Violent Video Games." European Psychologist 19, no. 1 (January 1, 2014): 56–59. http://dx.doi.org/10.1027/1016-9040/a000165.

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This commentary argues that, rather than providing an “exhaustive review,” Elson and Ferguson (2013) discuss a selective sample of empirical studies on violent video game use which corroborate their claim that there is no systematic evidence for a link between violent video game play and aggression. In evaluating the evidence, the authors portray a biased picture of the current state of knowledge about media violence effects. They fail to distinguish between aggression and violence and between everyday and clinical forms of aggression. Furthermore, they misrepresent key constructs, such as mediation, moderation, and external validity, to discredit methodologies used to assess aggression and media violence use. The paper moves the debate backward rather than forward, falling behind existing meta-analytic studies that consider a much wider and more balanced range of studies.
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Maloney, Marcus. "Ambivalent Violence in Contemporary Game Design." Games and Culture 14, no. 1 (May 17, 2016): 26–45. http://dx.doi.org/10.1177/1555412016647848.

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Through a textual analysis of three noted examples— Bioshock, Spec Ops: The Line, and Grand Theft Auto V—This article explores the capacity for ambivalence in violent video games. The analyses bring into dialogue film scholarship which has sought to understand a comparable trend in cinema with games scholarship, most notably Darley’s discussion of narrative “decentering” and Bogost’s notion of “procedural rhetoric.” In all three games, the core gameplay in which players are rewarded for repetition of violent behaviors is juxtaposed with ambivalent narrative-contextual aspects. However, in the more overtly “multidimensional” video games medium, this juxtaposition plays out in a more fractured manner than in the flatter visual space of cinema.
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Ferrari, Manuela, Sarah V. McIlwaine, Gerald Jordan, Jai L. Shah, Shalini Lal, and Srividya N. Iyer. "Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games." JMIR Mental Health 6, no. 5 (May 8, 2019): e12418. http://dx.doi.org/10.2196/12418.

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BackgroundVideo game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness.ObjectiveThe aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games.MethodsWe performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained.ResultsWe used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself.ConclusionsThe game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.
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Warburton, Wayne. "Apples, Oranges, and the Burden of Proof – Putting Media Violence Findings Into Context." European Psychologist 19, no. 1 (January 1, 2014): 60–67. http://dx.doi.org/10.1027/1016-9040/a000166.

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In this comment on Elson and Ferguson (2013) , areas of agreement are noted in terms of the need to thoroughly and scientifically document the boundary conditions under which violent video games most impact players. However it is argued, in contrast to Elson and Ferguson, that violent media generally (and violent video games specifically) can and do increase the likelihood of aggressive behavior and desensitization to violence, and are linked to increases in aggressive attitudes and beliefs. It is also argued that research findings demonstrating these violent video game effects must be considered in terms of both the known impacts of other types of media on human thoughts and behavior, and well-documented psychological processes that have been empirically demonstrated to underlie the acquisition of all types of social behavior, not just aggression. To this end, evidence is provided that other types of media such as advertising are shown to clearly impact human psychology, and psychological mechanisms that potentially underlie media violence effects are discussed. It is further noted that there are no clearly evident reasons as to why violent video games should impact thoughts and behavior less than other media or be subject to different psychological processes. When the research evidence is considered in these contexts, it is concluded that the above-mentioned impacts of violent media exposure on human thought and behavior (including those of violent digital games) are demonstrated to two levels of proof – on the balance of probabilities and beyond reasonable doubt.
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Grieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (December 2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.

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Regulating a population is difficult, and no easier when that population has grenade launchers. Video game publishers and developers face the unenviable challenge of balancing their game's playability with regulating the individuals within it. This is done proactively (by game design) and reactively (by punishing or rewarding player behaviour). What players encounter affects the game's age rating, but also the player's desire to continue playing. Even games focusing on violence impose taboos on unsportsmanlike behaviour, and real-world referential behaviour or attacks. Games can become known for their toxic player behaviour, rather than the gameplay itself. In examining pro and reactive regulation in online multiplayer games, such as type of communication and moderation, there appears to be a correlation between highly proactive in-game regulation and low age ratings, and highly reactive in-game regulation and high age ratings. While further study is needed, this suggests potential avenues for future regulatory efforts.
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Howe, Sarah, Jennifer Stigge, and Brooke Sixta. "Interview With Dr. Craig Anderson: Video Game Violence." Eye on Psi Chi Magazine 12, no. 4 (2008): 32–35. http://dx.doi.org/10.24839/1092-0803.eye12.4.32.

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Schroeder, Randy. "Playspace Invaders: Huizinga, Baudrillard and Video Game Violence." Journal of Popular Culture 30, no. 3 (December 1996): 143–53. http://dx.doi.org/10.1111/j.0022-3840.1996.00143.x.

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Ferguson, Christopher J. "A way forward for video game violence research." American Psychologist 69, no. 3 (2014): 307–9. http://dx.doi.org/10.1037/a0036357.

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Hilgard, Joseph. "Video game violence and aggression: A proven connection?" Significance 13, no. 5 (October 2016): 6–7. http://dx.doi.org/10.1111/j.1740-9713.2016.00955.x.

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Payne, Matthew Thomas. "Marketing Military Realism in Call of Duty 4." Games and Culture 7, no. 4 (July 2012): 305–27. http://dx.doi.org/10.1177/1555412012454220.

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This essay investigates the challenges that video game marketing encounters when selling the pleasures of playing virtual war. While marketing paratexts are crucial to video games because of the vagaries of their industry, they are especially important for Call of Duty 4: Modern Warfare, as it is the first of the franchise to be set in the 21st century and immerse players in contemporary theaters of war. These marketing paratexts not only generate hype for the game and work to drive sales, but as importantly, they also suggest particular textual readings over others with the goal of insulating Call of Duty’s virtual war play from interpretations and criticisms that might link the violent play on-screen to the worldly violence unfolding in Iraq and Afghanistan.
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Engelhardt, Christopher R., Bruce D. Bartholow, Geoffrey T. Kerr, and Brad J. Bushman. "This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure." Journal of Experimental Social Psychology 47, no. 5 (September 2011): 1033–36. http://dx.doi.org/10.1016/j.jesp.2011.03.027.

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Manzano-Zambruno, Laura, and Guillermo Paredes-Otero. "'Serious Games' y violencia de género. Un análisis lúdico-narrativo de la trilogía 'The Kite'." INDEX COMUNICACION 11, no. 2 (July 15, 2021): 81–107. http://dx.doi.org/10.33732/ixc/11/02seriou.

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This research approaches the video games industry in search of indicators that make it an ally to help combat gender violence. The object of study is the trilogy made up of The Kite, Little Kite and Repentant (Anate Studio, 2012-2018); three titles that demonstrate how the video game is not only a purely recreational format, but also offers experiences with other purposes, such as raising awareness of social problems. We start from the hypothesis that, although gender violence appears as a central theme in these games, it does it in a way that perpetuates stereotypes; and we propose as the main objective to analyze the way in which gender violence is represented, using a playful-narrative analysis, and as a secondary objective to reflect on the potential of video games to conceptualize gender violence as a social problem and make known about its importance. The results show that, although this trilogy is a good starting point to contribute to social change, the vision it offers of gender violence is reduced to the domestic sphere and is associated with alcoholism and marginalization.
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Cox, Ashley D., Cassie A. Eno, and Rosanna E. Guadagno. "Beauty in the Background." International Journal of Interactive Communication Systems and Technologies 2, no. 2 (July 2012): 49–62. http://dx.doi.org/10.4018/ijicst.2012070104.

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This content analysis examined the representation of females in top selling console video games. Based on prior content analyses, the study hypothesized that female characters would be more likely to appear in supporting roles and would be represented as suggestively dressed with sexualized portions of their bodies exposed. It was predicted that female characters would be less likely to engage in violence relative to male characters. The results of the analysis of 538 characters from 48 interactive video game systems supported these predictions and suggest that video games portray stereotypic depictions of women consistent with traditional gender roles. The implications of these findings are presented in the context of social learning theory. Furthermore, the unique features of video game play that may heighten their socializing impact are discussed.
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Andersen, Carrie Elizabeth. "Games of Drones: The Uneasy Future of the Soldier-Hero in Call of Duty: Black Ops II." Surveillance & Society 12, no. 3 (June 17, 2014): 360–76. http://dx.doi.org/10.24908/ss.v12i3.4954.

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In this article, I argue that the first-person shooter video game, Call of Duty: Black Ops II, reflects the U.S. military‟s transition as it reimagines the soldier‟s role in war. In the age of drone technology, this role shifts from a position of strength to one of relative weakness. Although video games that feature future combat often “function as virtual enactments and endorsements for developing military technologies,” Black Ops II offers a surprisingly complex vision of the future of drones and U.S. soldiers (Smicker 2009: 107). To explore how the game reflects a contemporary vision of the U.S. military, I weave together a close textual reading of two levels in Black Ops II with actual accounts from drone pilots and politicians that illuminate the nature of drone combat. Although there are moments in Black Ops II in which avatars combat enemies with first-hand firepower, the experience of heroic diegetic violence is superseded by a combat experience defined by powerlessness, boredom, and ambiguous pleasure. The shift of the soldier from imposing hero to a banal figure experiences its logical conclusion in Unmanned, an independent video game that foregrounds the mundane, nonviolent nature of drone piloting. Instead of training soldiers to withstand emotionally devastating experiences of death and violence first-hand (or to physically enact such violence), games like Black Ops II and Unmanned train actual and potential soldiers to tolerate monotony and disempowerment.
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Scharrer, Erica. "Virtual Violence: Gender and Aggression in Video Game Advertisements." Mass Communication and Society 7, no. 4 (September 2004): 393–412. http://dx.doi.org/10.1207/s15327825mcs0704_2.

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SHIBUYA, Akiko, Akira SAKAMOTO, Nobuko IHORI, and Shintaro YUKAWA. "Long-term moderating effects of video game violence perspectives." Journal of Digital Games Research 5, no. 1 (2011): 1–12. http://dx.doi.org/10.9762/digraj.5.1_1.

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37

Fawcett, Christina, and Steven Kohm. "Carceral violence at the intersection of madness and crime in Batman: Arkham Asylum and Batman: Arkham City." Crime, Media, Culture: An International Journal 16, no. 2 (August 6, 2019): 265–85. http://dx.doi.org/10.1177/1741659019865298.

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The action-adventure video games Batman: Arkham Asylum (2009) and Batman: Arkham City (2011) draw on familiar comic book narratives, themes and characters to situate players in a world of participatory violence, crime and madness. In the first game, the player-as-Batman is situated in Arkham Asylum, a high-security facility for the criminally insane and supervillains that also temporarily houses a general population of prisoners from Blackgate Penitentiary. The elision of criminality and mental illness becomes amplified in the second game with the establishment of Arkham City, a combined facility that conflates asylum and prison, completely dissolving any distinction between crime and madness. We draw on Rafter’s conceptual framework of popular criminology to seriously interrogate the representation of violence, crime and madness in these games. More than simply texts offering popular explanations for crime, the games directly implicate the player in violence enacted upon the bodies of criminals and patients alike. Violence is necessary to move the action of the game forward and evokes a range of emotional responses from players who draw from personal experience and other cultural and media representations as they navigate the game. We argue that while the game celebrates violence and the brutal conditions of incarceration, it also offers possibilities for subversive and critical readings. While working to affirm assumptions about crime and mental illness, the game also provides a visceral and visual critique of excessive punishment by the state as a source of injustice for those deemed mad or bad.
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Hilgard, Joseph, Christopher R. Engelhardt, and Bruce D. Bartholow. "Brief use of a specific gun in a violent game does not affect attitudes towards that gun." Royal Society Open Science 3, no. 11 (November 2016): 160310. http://dx.doi.org/10.1098/rsos.160310.

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Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates ( N = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures.
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Carnagey, Nicholas L., Craig A. Anderson, and Brad J. Bushman. "The effect of video game violence on physiological desensitization to real-life violence." Journal of Experimental Social Psychology 43, no. 3 (May 2007): 489–96. http://dx.doi.org/10.1016/j.jesp.2006.05.003.

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40

Sokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (October 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to establish the connection between video games and violence (murders) as “natural” and “obvious”. Particular attention is paid to the publications of Aleksandr Minkin, a reporter at “Moskovskij Komsomolets” (“Moscow Komsomol Member”) and one of the most prominent critics of video games, as well as to the media coverage of the first school shooting in Russia (shooting at school № 263 in 2014). It is shown that video games are used in the media discourse as an explanatory principle that allows a shift from the crime to the criminal, to those acts which reveal moral depravity or psychological disorder, and those circumstances which foster criminalism. Pointing to the games helps restore the “normal” connection between social and moral qualities, explaining the crime committed by an honours student from a “good family” as being the result of the depictions of violence in video games affecting the child’s psyche. Video games are also described as a factor in shaping the “digital generation” or “generation of gamers” — odd and politically dangerous. The dangers that games create for both gamers and society in general (the non-distinction between the “real” and the “virtual”, the illusion of a “possible restart”) allow the journalists and experts to insist on strengthening measures of supervision and protection, and expanding legal and medical control.
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Bowden, Sara. "Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!" Soundtrack 11, no. 1 (August 1, 2020): 7–22. http://dx.doi.org/10.1386/ts_00002_1.

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The extent to which disturbing video games incite real-world violence has been a source of intense debate since the late 1990s following school shootings across the United States. In 2017, the release of Team Salvato’s Doki Doki Literature Club! (DDLC!) signified a major shift in independent game developers’ approaches to creating a violent horror gaming experience: the developers include the use of nonlinear sound (e.g. frequency jumps, non-standard harmony, noise/chaos) and local-level melodic transformations to complicate player immersion. In this article, I argue that the game’s music is one of the greatest sources of horror. The game music in DDLC! works as both an immersive and a disruptive agent that shapes the player’s gaming experience. Though the game is a work of fiction, the emotions and reflections of the player prompted by the violent acts within are real ‐ the player’s experiences of horror, fear and terror are visceral.
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KOJIMA, Yayoi, and Yusuke INADA. "Effect of controlling aggressive behavior by playing violence video game." Proceedings of the Annual Convention of the Japanese Psychological Association 74 (September 20, 2010): 1AM018. http://dx.doi.org/10.4992/pacjpa.74.0_1am018.

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Tamamiya, Yoshiyuki, Goh Matsuda, and Kazuo Hiraki. "Relationship between Video Game Violence and Long-Term Neuropsychological Outcomes." Psychology 05, no. 13 (2014): 1477–87. http://dx.doi.org/10.4236/psych.2014.513159.

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44

Tulloch, Rowan. "The function of video game violence: Training, discipline, and hybridity." Entertainment Computing 34 (May 2020): 100365. http://dx.doi.org/10.1016/j.entcom.2020.100365.

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45

Meaning, Lindsay. "Adaptations of Empire: Kipling's Kim, Novel and Game." Loading 13, no. 21 (September 14, 2020): 55–73. http://dx.doi.org/10.7202/1071451ar.

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This paper addresses the depiction of colonialism and imperial ideologies in video games through an adaptation case study of the 2016 indie role-playing game Kim, adapted from the Rudyard Kipling novel of the same name. I explore the ways in which underlying colonial and imperial ideologies are replicated and reinforced in the process of adapting novel to game. In the process of adaptation, previously obscured practices of colonial violence are brought to the forefront of the narrative, where they are materialized by the game’s procedural rhetoric. However, the game fails to interrogate or critique these practices, ultimately reinforcing the imperial ideological framework in which it was developed.
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Gray, Garry C., and Tomas Nikolakakos. "The Self-Regulation of Virtual Reality: Issues of Voluntary Compliance and Enforcement in the Video Game Industry." Canadian journal of law and society 22, no. 1 (April 2007): 93–108. http://dx.doi.org/10.1017/s0829320100009133.

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RésuméL'industrie du jeu vidéo et d'ordinateur récolte des bénéfices supérieurs aux films d'Hollywood et à la l'industrie de la pornographie—seul l'industrie de la musique excède ses revenus. Les jeux les plus célèbres emploient des représentations encore plus explicites de la criminalité, des drogues, du sexe, et de la violence extrême. En outre, grâce au progrès technologique, le contenu violent et sexuel des jeux vidèo devient de plus en plus réaliste et interactif. En conséquence, des discussions nationales indépendantes ont eu lieu globalement afin de déterminer si les jeux vidéo modernes constituent un nouveau problème social. Dans cette étude, nous effectuons une analyse du contenu interactif des jeux vidéo les plus célèbres, et nous démontrons que le contenu socialement contestable est aussi prévalent que le contenu violent. En plus, nous examinons de quelle manière les jeux vidéo sont côtés par l'Agence américaine d'évaluation des logiciels, ainsi que certaines questions entourant la réglementation volontaire.
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Summers, Tim. "Opera Scenes in Video Games: Hitmen, Divas and Wagner’s Werewolves." Cambridge Opera Journal 29, no. 3 (November 2017): 253–86. http://dx.doi.org/10.1017/s0954586718000046.

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AbstractThis article aims to illuminate the meanings and aesthetic effects generated by scenes of staged opera in video games. It also explores the images of opera transmitted to the huge audiences that games address. Three dimensions of the opera-game encounter are discussed. First,ToscainHitman: Blood MoneyandThe Beggar’s OperainAssassin’s Creed IIIare used to examine the treatment of violence and the discourse of popular appeal in games and opera. Second, the arias sung by women inFinal Fantasy VIandParasite Eveillustrate how a melodramatic mode of expression represents a confluence of the aesthetic priorities of the two media. Finally,The Beast Within’s meditation on Wagner reveals how opera sequences aim to engage players by conjuring phantasmagorias through a unifying and enrapturing spectacle.
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Dowling, David O. "Documentary games for social change: Recasting violence in the latest generation of i-docs." Catalan Journal of Communication & Cultural Studies 12, no. 2 (October 1, 2020): 287–99. http://dx.doi.org/10.1386/cjcs_00033_1.

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The evolutionary trajectory of digital journalism has been fuelled by the convergence of visual storytelling unique to documentary filmmaking with the graphics and procedural rhetoric of digital games. The reciprocal influences between gaming and documentary forms coalesce in this new highly engaging interactive journalism. This research demonstrates how game mechanics, design and logics combine with cinematic storytelling conventions in documentary games published since 2014. As forms of civic engagement more intimate and immersive than traditional print and broadcast journalism, documentary games leverage alternative depictions of violence for social critique. Case studies examine products of independent developers including the documentary games We Are Chicago by Culture Shock Games and iNK Stories’ 1979 Revolution: Black Friday along with its related vérité virtual reality experience, Blindfold. These cases represent major advances in the activist depiction of oppressed populations in narrative documentary journalism. All these projects feature atypical video game protagonists anathema to those of mainstream games.
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Thelkar, Vishal. "IMPACT OF COMPUTER GAMES ON STUDENTS." International Journal of Engineering Technologies and Management Research 5, no. 6 (February 27, 2020): 24–29. http://dx.doi.org/10.29121/ijetmr.v5.i6.2018.243.

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Computer and video game has gain enough popularity among teenagers also in children which is alarming and raised concern about the impact it may have on the youngsters. The games have violent themes, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Addiction is one of the reason it might hamper the effect on health. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value This research focuses on what are the views of people towards the computer gaming and to identify the actual effects of computer games on high school students. This paper covers earlier studies on the same topic and their findings in literature survey To reach to the objective, responses from significant no of people taken with systematic design of questionnaire. At the end it covers and conclude the relation of different variables & the effect of games on students.
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Delamere, Fern M., and Susan M. Shaw. "Playing with violence: Gamers’ social construction of violent video game play as tolerable deviance." Leisure/Loisir 30, no. 1 (January 2006): 7–25. http://dx.doi.org/10.1080/14927713.2006.9651339.

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