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1

Stone, William Bruce. "Violent video games and forgiveness." [Ames, Iowa : Iowa State University], 2010. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1476353.

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Ossege, Jennifer M. "Violent Video Games and Aggression." Xavier University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1382971482.

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Franklin, Adam Christopher. "Headshot! An exploration of the phenomenon of violent video games /." Bowling Green, Ohio : Bowling Green State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1182264608.

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4

Zendle, David. "Priming and negative priming in violent video games." Thesis, University of York, 2016. http://etheses.whiterose.ac.uk/16463/.

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This is a thesis about priming and negative priming in video games. In this context, priming refers to an effect in which processing some concept makes reactions to related concepts easier. Conversely, negative priming refers to an effect in which ignoring some concept makes reactions to related concepts more difficult. The General Aggression Model (GAM) asserts that the depiction of aggression in VVGs leads to the priming of aggression-related concepts. Numerous studies in the literature have seemingly confirmed that this relationship exists. However, recent research has suggested that these results may be the product of confounding. Experiments in the VVG literature commonly use different commercial off-the-shelf video games as different experimental conditions. Uncontrolled variation in gameplay between these games may lead to the observed priming effects, rather than the presence of aggression-related content. Additionally, in contrast to the idea that players of VVGs necessarily process in-game concepts, some theorists have suggested that players instead ignore in-game concepts. This suggests that negative priming rather than priming might happen in VVGs. The first series of experiments reported in this thesis show that priming does not happen in video games when known confounds are controlled. These results also suggest that negative priming may occur in these cases. However, the games used in these experiments were not as realistic as many VVGs currently on the market. This raises concerns that these results may not generalise widely. I therefore ran a further three experiments. In these experiments, a variety of different kinds of VVG realism were manipulated and the effects of this realism on priming measured. These experiments suggest that increased realism in VVGs does not lead to increased priming of aggression-related concepts, and therefore that the effects outlined above should generalise to a variety of games regardless of their level of realism.
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Kneifer, Christopher John. "A Comparison Study on Violent Video Games: Explained by the Gamers Themselves." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5250.

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This qualitative focus groups analysis examines the harmful effects of violent video games on emotions and behavior by comparing violent video game player's responses to that of non-violent video game players of the same age group. Research on the effects of video games has been done since the 70s, yet more research is needed to better understand the potentially harmful emotional and behavioral effects of playing violent games, especially from the gamers' perspectives. This thesis presents a qualitative analysis of data obtained from focus group sessions among undergraduate college students. Results of the analysis supports the presence as well as absence of violent video game effects, according to violent and non-violent video gamers' personal experiences and in their own words.
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Whitaker, Jodi L. "Attraction to Violent Video Games: A Mood Management Perspective." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1385838921.

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7

Callahan, Patrick. "Long versus short violent videogame play : do players habituate? /." Swinburne Research Bank, 2006. http://hdl.handle.net/1959.3/4484.

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Thesis (BA(Hons) (Psychology)) - Faculty of Life and Social Sciences, Swinburne University of Technology, 2006.<br>"October 2006". Typescript. [A thesis is submitted in fulfilment of the requirements for the degree Bachelor of Arts in Psychology (Honours), Faculty of Life and Social Sciences, Swinburne University of Technology - 2006.].
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8

Ahmed, Usman, and Inam Ullah. "Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17237.

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Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media entertainment. Video games are also the most popular form of media entertainment and gaming environment. It has been popular long before the new generation video games idea was ever thought by the video game designers. Through our research we tried to investigate the positive and negative effects of video games on youth and children. This form of entertainment is more designed attracted among the people, due to the high sophisticated music and environment, which catches every eye. We not only analyzed the previous attempts in this area, but also tried to add some contribution to it. The excessive use of video games makes it more damaging effects on a young mind. Parents and teachers should keep a check on youngsters, and also the companies who design such violent games should keep in account that, what they show through these video games must have some logical or educational value. Many children and youngsters we found through our survey like to play video games because they do not have any other entertaining options. Violent video games are the most appreciated one among children and young people because of the detailed high quality graphics, more realistic images, use of artificial intelligence, complex game strategies, intelligent game inference engines and human-machine interaction. Parents should keep check on their children and select such video games for them which teach their children some useful things and beneficial for them in studies and near future. The teachers in school should also talk more about the advantages of educative games or physical games to develop the young minds more professional and realistic, rather than creating fantasy and fake imaginations. Our survey and research showed us that due to the high attraction of the video games, positive and negative effects are going side by side. Many youth and children do not take the video games seriously and just play them as any another game, while some video game players have disturbed their studies and health by playing the video games for many hours. Many children and young generation denied calling it as an addiction or bad habit. If violence and killing a life is entertainment then human beings will consider it, as a fun and modern society cannot be defined as civilized. This is what we found from our research and survey.<br>Program: Magisterutbildning i informatik
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9

Giumetti, Gary W. "Violent video games and aggression the moderating role of personality /." Click here for download, 2006. http://wwwlib.umi.com/cr/villanova/fullcit?p1432520.

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10

Cicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.

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11

Franklin, Adam C. "Headshot!: An Exploration of the Phenomenon of Violent Video Games." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1182264608.

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12

Zitha, Nkosinathi. "Effects of violent films and video games on children selected villages in Giyani Municipality, Limpopo Province." Thesis, University of Limpopo, 2014. http://hdl.handle.net/10386/2581.

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Theses (M.A.(Media Studies)) --University of Limpopo, 2014<br>The purpose of this study was to outline the effects of violent films and video games on children in Giyani. The study used both qualitative and quantitative methods. Data collection was done using three methods, namely: structured questionnaires, interviews and observations. Participants for this study were sixty (60) children from four selected villages, namely Ndhambhi, Mageva , Bambeni and nwamarhanga. Twenty (20) parents from the same villages were also selected. Films and video games remain the source of entertainment for media consumers although they have effects. Such effects may be seen through long and short time exposures. There are positive and negative effects of media violence exposure. The effectiveness of effects on children may be determined by several factors such as: cognitive development of one’s mind, time spent consuming violent films and video games, age and interpretation attached to messages portrayed by the media. The findings reveal that children’s perceptions of the reality may be affected by media violence. Furthermore, parents do not always monitor what their children consume on daily basis. Repeated exposure of violence on children might result in aggressiveness and the syndrome world effects. Children should be taught about the importance of age restrictions and television guidelines.
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13

Jacobi, Brock. "Dangerous Opinions: Perception of Violent Video Games on Jury Decision Making." Honors in the Major Thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1603.

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The purpose of the study was to examine whether a potential juror would give harsher sentences to defendants based only on the manipulation of the defendant's personal hobby. This was investigated by manipulating the hobby through a hypothetical manslaughter scenario in a vignette. Participants were asked to answer questions pertaining to the defendant's guilt and potential sentencing. Results indicate that participants' sex, participants' authoritarianism, and defendant's hobby were significant factors. Significant interactions were found pertaining to whether the defendant should receive counseling across sex by violence and sex by avocation. These results are evidence that the use of jurors in the legal system is flawed and needs to be improved upon. Future research should examine an age distribution closer to the national mean, and the online setting should be replaced with an in person mock jury that will have more realistic group dynamic and higher ecological validity.<br>B.S.<br>Bachelors<br>Psychology<br>Sciences
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14

Brooks, Michael Christopher. "Press start : exploring the effects of violent video games on boys /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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15

Bailey, Michael Hampton. "Moral Disengagement of Violent and Nonviolent Antisocial Behavior in Video Games." Bowling Green State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1604156458405884.

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16

Powell, Cecil Lamonte. "College men's psychological and physiological responses associated with violent video game play." unrestricted, 2008. http://etd.gsu.edu/theses/available/etd-04212008-155443/.

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Thesis (Ph. D.)--Georgia State University, 2008.<br>Title from file title page. Dominic Parrott, committee chair; Tracie Stewart, Cynthia Hoffner, Heather Kleider, Eric Vanman, committee members. Electronic text (94 p. : ill.) : digital, PDF file. Description based on contents viewed July 2, 2008. Includes bibliographical references (p. 81-88).
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17

Pentzien, Cassandra. "Ego Depletion and Active Violent Media: Video Games, Self-Control, and Aggression." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1446999788.

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18

Kurita, Satoko. "Playing violent and non-violent video games physiological and emotional responses as a function of motivational activation /." [Bloomington, Ind.] : Indiana University, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3378364.

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Thesis (Ph.D.)--Indiana University, Dept. of Telecommunications, 2009.<br>Title from PDF t.p. (viewed on Jul 8, 2010). Source: Dissertation Abstracts International, Volume: 70-10, Section: B, page: 6598. Adviser: Annie Lang.
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Suarez, Juan M. "Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918.

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20

Hawk, Christopher Edward. "Effects of Competition in Violent and Nonviolent Video Games on Aggressive/Prosocial Behavior." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7306.

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Previous research shows that playing violent video games leads to increases in aggressive feelings, thoughts, and behaviors. However, recent research has questioned the reliability of these findings. Two important variables associated with aggressive outcomes that have yet to be fully explored in the violent video game literature are the competitive aspects of the games and the outcomes of that competition (e.g., winning or losing). The present study was a two (gameplay: violent vs. nonviolent) by two (difficulty: easy vs. hard) by three (competition: no competition vs. competition win vs. competition lose) between-subjects factorial design, with aggressive/prosocial behavior measured as the dependent variable. Results revealed only a significant main effect for competition, such that participants became more aggressive after playing a competitive, as opposed to a noncompetitive game (i.e., regardless as to whether the participant won or lost). Although, there were some violations of the analysis of covariance (ANCOVA) assumptions, additional data examining the reasons why respondents behaved the way they did confirmed the initial finding. The present study supports the assertion that competition in video games has an independent and significant effect on subsequent aggression regardless of the level of violence in a video game.
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Tang, Wai Yen. "Lose your Self-Control to Video Game Violence: The Dual Impact of Ego Depletion and Violent Video Game Play on Aggression." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338307763.

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22

Ask, Alexander A. "The psychological effects of playing violent video games : an empirical study of aggression /." Title page, table of contents and abstract only, 1993. http://web4.library.adelaide.edu.au/theses/09ARPS/09arpsa834.pdf.

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23

Kim, Ock Tae. "The effects of violent content, controller realism, gender, and previous exposure to violent video games on game player arousal, emotion, presence, attitudes toward violence and social judgment." [Bloomington, Ind.] : Indiana University, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3380092.

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Thesis (Ph.D.)--Indiana University, Dept. of Telecommunications, 2009.<br>Title from PDF t.p. (viewed on Jul 13, 2010). Source: Dissertation Abstracts International, Volume: 70-12, Section: A, page: 4507. Adviser: Walter Gantz.
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Drummond, Jason A. "The relation between playing violent single and multiplayer video games and adolescents' aggression, social competence, and academic adjustment." Bowling Green, Ohio : Bowling Green State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1236354262.

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25

Ivory, Adrienne Holz. "The Effects of Profanity in Violent Video Game Content on Players' Hostile Expectations, Accessibility of Aggressive Thoughts, Aggressive Feelings, and Other Responses." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/77200.

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Although the effects of violent video games on aggression in users have been researched extensively and the resulting body of research shows that violent video games can increase aggressive behaviors, aggression-related feelings and thoughts, and physiological arousal, no empirical studies to date have examined whether there are similar and parallel effects of verbal aggression (e.g., profanity) in video game content. A 2 X 2 between-subjects factorial experiment (N = 321) tested the effects of profanity used by protagonists (protagonist profanity present versus absent) and antagonists (antagonist profanity present versus absent) on users' hostile expectations, accessibility of aggressive thoughts, aggressive feelings, perceived arousal, use of profanity, enjoyment, presence, and perceived performance while taking into account the potential moderating role of gender and controlling for several individual difference variables. The study's factors were manipulated via the creation of four versions of an original three-dimensional "first-person shooter" video game. Profanity used by both protagonist and antagonist characters was found to have significant effects on players' hostile expectations, an important higher-order aggressive outcome that is the most direct precursor to aggressive behaviors in the process described by the general aggression model. There was limited evidence for effects of profanity in game content on players' accessibility of aggressive thoughts, aggressive feelings, and perceived arousal. Additionally, profanity had little impact on how much players used profanity themselves, how much they enjoyed the game, feelings of presence, and how they rated their performance in the game. These trends were consistent across a range of demographic, personality, and video game experience dimensions that were measured, even though several of these individual difference variables were found to be related to some outcome variables and to each other. Therefore, while this study's findings did not necessarily indicate imitative modeling of profanity, they point to the possibility of more general effects regarding aggressive outcomes. This study's findings emphasize the need for future research investigating the effects of profanity in video games and other media.<br>Ph. D.
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26

Nyström, Dennis. "Aggressiva barn på grund av våldsamma datorspel? : En litteraturstudie." Thesis, Ersta Sköndal högskola, Institutionen för socialvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:esh:diva-5887.

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Att spela datorspel är för många barn en rolig och populär sysselsättning och det finns olika sorters spel som barnen spelar. Många barn spelar våldsamma datorspel vilket har uppmärksammats i skolor. De har observerat att barn som spelat våldsamma datorspel lekt på ett aggressivt och våldsamt sätt på skolgården. Inom forskningen har också sambandet mellan våldsamma datorspel och barn observerats och det har genomförts mycket forskning inom området för att utröna om barn som spelar våldsamma datorspel blir mer aggressiva och våldsamma av att spela dessa spel. Forskningen på området är däremot motstridig huruvida barn som spelar våldsamma datorspel blir mer aggressiva och våldsamma. Studiens syfte är att undersöka vad det finns för stöd i forskning som talar för eller emot att barn som spelar våldsamma datorspel blir aggressiva och våldsamma och varför forskningen är motstridig på området. Resultatet i studien är att när endast sambandet våldsamma datorspel och aggressivitet mäts tenderar sambandet att vara starkare, att barn som spelar våldsamma datorspel också uppvisar högre nivåer av aggression. Det som talar emot att barn som spelar våldsamma datorspel uppvisar högre aggressionsnivåer är att när andra bakgrundsvariabler beaktas tenderar sambandet mellan våldsamma datorspel och aggressionsnivåer hos barn att minska eller försvinna. Hur aggressionsbegreppet tolkas och att vissa forskare bedriver en forskning som visar ett samband med att barn blir mer våldsamma utav att spela våldsamma datorspel och forskare som visar på motsatsen är anledningar till att forskningen är motstridig på området.<br>Playing computergames is to many children a fun and popular hobby and there are various kinds of games that children play. Many children play violent computergames which has attracted attention in schools. They have observed that children who played violent computergames played in an aggressive and violent manner in the schoolyard. Within science the connection between violent computergames and children has been observed and there has been much research in the field to find out if children who plays violent computergames becomes more aggressive and violent when they play these games. Research on the other hand is contradictory whether children who play violent computergames becomes more aggressive and violent. Purpose of the study is to investigate what are the support for in research who speaks for or against that children who plays violent computergames becomes aggressive and violent and why research is contradictory in this area. The result in the study is when only the connection between violent computergames and aggressiveness is measured the connection seems to be stronger that children who plays violent computergames also exhibit higher levels of aggression. What speaks against that children who plays violent computergames exhibit higher aggression levels is that when other background variables is considered the connection between violent computergames and aggression seems to decrease or disappear. How the term aggression is interpreted and that some scientist conducts research that shows a relation that children who plays violent computergames becomes more aggressive when playing these games and other scientists conducts research that shows the opposite are reasons that research are contradictionary in the area.
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Erxleben, Matthew R. "Play Together: How Watching the Cooperative Play of Violent Video Games can Positively Influence Dyadic Relationships." Cleveland State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=csu1624211188603065.

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Dill, Karen E. "Violent video game and trait aggression effects on aggressive behavior, thoughts, and feelings, delinquency, and world view /." free to MU campus, to others for purchase, 1997. http://wwwlib.umi.com/cr/mo/fullcit?p9841277.

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Drummond, Jason A. "Playing Violent Video Games Alone or with Others Present: Relations with Aggressive Behavior, Aggressive Cognition, and Hostility." Bowling Green State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1395079367.

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Kryszak, Elizabeth M. "Assessing the Effects of Observing Non-Performance-Based Aggression during Online Violent Video Game Play on Aggressive Behavior." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1382984679.

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Gilkins, Jennifer B. "Question-order effects and the third-person effect distinguishing impact of question-order on the third-person effect in the context of violent video games /." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file, p, 2008. http://proquest.umi.com/pqdweb?did=1467894211&sid=11&Fmt=2&clientId=8331&RQT=309&VName=PQD.

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Hopp, Tobias. "Harnessing the Selective Effects of Arousal in the Context of Persuasive Message Delivery: Violent Video Games, Reactance, Post-Scroll Messaging, and Anti-Violence Messages." Thesis, University of Oregon, 2014. http://hdl.handle.net/1794/18387.

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The present dissertation explored the effectiveness of inserting anti-violence, pro-social messages into violent video games. In light of previous, inconsistent findings relative to the effectiveness of in-game persuasive message placement, this study introduced the notion of "post-scroll" video game messaging (i.e., insertion of a persuasive message immediately after the end of a game level or sequence). The theoretical framework employed in this work suggested that video game play would be associated with heightened levels of arousal. Subsequently, the expectation was that heightened levels of arousal would influence message processing on a conditional basis. The results indeed suggested that the combination of high arousal and low levels of message induced state reactance was associated with a number of favorable message outcomes. The results also suggested that the ability to detect message reactance potential was markedly compromised in highly stimulating media environments. Specifically, the current findings indicated that highly aroused message evaluators may rely on externally provided cues when assessing a message's reactance potential. Taken as a whole, the current work's findings provided initial evidence that post-scroll messaging can be a fruitful means of persuasive message delivery.<br>2016-09-29
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Tapscott, Ryan Luke. "Using an implicit association test to examine the effects of violent video games on the values we place on others." [Ames, Iowa : Iowa State University], 2006.

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Hilbert, Jeffrey Forest. "Constructing Legal Meaning in the Supreme Court Oral Arguments: Cultural Codes and Border Disputes." Scholar Commons, 2013. http://scholarcommons.usf.edu/etd/4506.

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Culture plays a part in the construction of legal understandings in the Supreme Court contrary to much legal scholarship. The oral argument of the Supreme Court is a unique way for Justices to gather information beyond the formalized briefs and prior written opinions. In the oral argument the Supreme Court Justices utilize cultural codes as tools to probe, shape, negotiate and challenge the legal meanings and boundaries of the case before them. Using the oral argument transcript in a 2010 Supreme Court case on the issue of whether California has the right to censor the sale of violent video games to minors, this study attempts to understand the sociological processes behind constructing law. Findings show cultural codes being used by the Justices, in this legal context of an oral argument, to address the border disputes and help to establish the specific legal parameters of a case.
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Ajavakom, Natnida. "A CROSS-SECTIONAL STUDY OFCORRELATION BETWEEN VIOLENTVIDEO GAMES EXPOSURE, AGGRESSIVE AND IMPULSIVEBEHAVIOR IN THAILAND GAMERCOMMUNITY." Thesis, Malmö universitet, Malmö högskola, Institutionen för kriminologi (KR), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-39130.

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Violent video games have been questioned in its influence toward violence and aggressivebehavior in nowadays especially with adolescents and young adults which usually spend theirtime playing games more than other activity. The aim of this research is to find a correlationbetween violent video games exposure, aggressive behavior and self-control in an individual toanswer the question that “Is playing violent video games can lead a person to be more violence,aggressive and lack of self-control more than it should be?” The research will be studied with351 people in the Thailand Gamer Community. An aggressive behavior and impulsive behaviorwill be look into by self-questionnaire: Buss – Perry aggression questionnaire: BPAQ – ShortForm to measure aggressive behavior, the short version of the Self-Control Scale to measure animpulsive behavior and for a violent video games exposure, it will be measured by the time thatparticipants playing video games and how violent it exposure to violent video games andaggressive behavior but the results only show a slightly correlation between these two variables.Nevertheless, the results show no correlation between violent video games exposure andimpulsive behavior.
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Holmström, Markus. "Det manliga idealet och den lättklädda minoriteten : En undersökning om könsfördelning och könsrepresentation i populära digitala spel angående våldsamma spel och slagsmålsspel." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40883.

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This study has been performed to give light to numerous observations from earlier studies in how characters are represented in video games. Through examination of 884 characters from 60 games and comparing them to each other depending if the game was violent or not, was a fighting game or not and how popular the game was this study was looking to find several answers regarding how the game industry works and how characters are being represented depending on these factors. This study found that the gender distribution has partially levelled out since former studies (Williams, et al., 2009; Downs och Smith, 2010) and that the hypersexualized  representation has decreased for female characters but increased for male characters for some hypersexual variables. Violent and fighting games hade larger male distribution of male characters, but only fighting games had more hypersexualized characters than its counterpart. Analyses regarding how popular the games was in comparison to each other gave no concrete results.<br>Denna studie har utförts för att ge ljus till flertalet observationer från tidigare studier om hur karaktärer representeras i digitala spel. Genom att undersöka 884 karaktärer från 60 spel och jämföra dem mot varandra beroende på om spelen var våldsamma eller ej, om spelet var ett slagsmålsspel eller ej och hur populärt spelet var söktes det flera svar om spelbranschen och hur karaktärer representeras beroende på dessa faktorer. Studien fann att könsfördelningen hade utjämnats delvis sedan tidigare studier (Williams, m fl., 2009; Downs och Smith, 2010) och att hypersexualiserad representation hade sjunkit för kvinnliga karaktärer men höjts för manliga karaktärer för vissa hypersexualiserade bedömningar. Våldsamma och slagsmålsspel hade större andelar män, men endast slagsmålsspel hade fler hypersexualiserade karaktärer än sin motpart. Analyser som berodde på hur populära spelen var i jämförelse med varandra visade inget konkret.
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Doeg, Andrew. "Outside the Cage: The Political Campaign to Destroy Mixed Martial Arts." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5627.

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This is an early history of Mixed Martial Arts in America. It focuses primarily on the political campaign to ban the sport in the 1990s and the repercussions that campaign had on MMA itself. Furthermore, it examines the censorship of music and video games in the 1990s. The central argument of this work is that the political campaign to ban Mixed Martial Arts was part of a larger political movement to censor violent entertainment. Connections are shown in the actions and rhetoric of politicians who attacked music, video games and the Ultimate Fighting Championship on the grounds that it glorified violence. The political pressure exerted on the sport is largely responsible for the eventual success and widespread acceptance of MMA. The pressure forced the sport to regulate itself and transformed it into something more acceptable to mainstream America.<br>M.A.<br>Masters<br>History<br>Arts and Humanities<br>History
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38

Cachide, Olga Rute Gil Lemos de Albuquerque Carvalho. "Violence and video games in youngsters' lives." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/2838.

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Mestrado em Línguas, Literaturas e Culturas<br>O presente trabalho propõe-se divulgar o impacto que os vídeo jogos têm na vida dos pré-adolescentes e adolescentes; quais os seus vídeo jogos preferidos e o controlo que pais e lojas exercem sobre o uso de vídeo jogos por parte destes adolescentes. Este trabalho também visa contribuir para o debate em curso sobre uma possível associação entre o consumo de vídeo jogos violentos e comportamentos agressivos e violentos. Depois de estudar a literatura existente sobre os possíveis efeitos da exposição à violência transmitida pelos meios de comunicação, foram conduzidos questionários e entrevistas com alunos de diversas faixas etárias. Os resultados demonstram que os vídeo jogos são o meio de entretenimento mais extensivamente utilizado pelos jovens, confirmando a ideia de que afectam a sua vida de diferentes maneiras. Através da análise do conteúdo dos vídeo jogos mais jogados, demonstra-se como a violência está explicitamente expressa e como os jogos são projectados para ser viciantes. Estes resultados abrem caminho para posterior pesquisa sobre os efeitos sociais e culturais dos vídeo jogos. ABSTRACT: This dissertation examines the impact of video games on the lives of youngsters; their prime video games, and the control that parents and shops exert over the use of video games by youngsters. It also aims at contributing to the ongoing debate about media effects by analyzing a probable association between violent video games and violent and aggressive behaviours. After studying the existing literature on the effects of exposure to media violence, questionnaires and interviews were conducted with students of different age groups in order to determine the impact that videogames have on their lives. It was found that video games are indeed the most extensively-used entertainment media among youngsters, confirming the view that they affect young people’s lives in several ways. Through content analysis of the prime video games, it is demonstrated how violence is explicitly expressed and how these games are designed to be addictive. These findings lead the way to more extensive studies on the social and cultural effects of videogames.
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39

Phillips, R. S. "Exploring the characteristics of violent video game players." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52040/.

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The role of violent video games (VVG) in increasing levels of aggression in players is a topic that has been debated for decades. While a simple cause and effect relationship is not present, it is apparent from the literature that VVGs do have a relationship with elevated levels of aggression within some players. The first chapter of this Thesis presents a systematic review of the literature focusing on additional factors included in the research to explain this finding. However, a lack of standardisation in both measurement and reporting of results making interpretation difficult. The second chapter provides a critique of the non-experimental methods used within video game (VG) research. The third chapter focuses on a non-experimental study which highlighted the differences in aggression, motivations for playing, empathy, and personality in a group of VVG players. The final chapter presents the results of a service evaluation of the management of VGs within a high secure psychiatric hospital, which highlighted the real-world implication of an unclear literature base. The conclusions of this thesis highlight the variation in the quality of the literature available and stresses the need to conduct research with targeted populations, both VG players and clinically populations, to fully understand the relationship between engaging in VVG and increased aggression.
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40

Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.

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Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic games in 2004.These fourteen Chinese games and American games were selected for content analysis of the quantity and context of game violent interactions. The percentage breakdown of PATs (violent interactions) was coded by rate per minute, as was perpetrator characteristic, target characteristic, weapon used and visual perspective.The goal of the study was to determine if the popular Chinese electronic games carry as much violence as do popular American games, and if the context of violence in the former is significantly different from that in the latter. The American games were used as a basis for comparison to Chinese games for this study.The results of the study showed that popular Chinese games featured as much violence as American games. However, their context of violence was significantly different in terms of perpetrator characteristic, weapon used and visual perspective.Based on the results, the researcher concluded that China would definitely need a game rating system. However, the significant difference in the context of violence suggested that the Chinese rating system does not necessarily have to be the same as the U.S. system.<br>Department of Telecommunications
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41

Hayley, Mary A. "A Critical Analysis of Video Games and Their Correlation to Violence." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/1024.

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The video game industry is one of the fastest growing sectors in the U.S. economy, with violent video games topping the charts among fan favorites. Due to frequent violence and mass shootings that have struck our nation in recent years, the gaming industry has been subject to much blame for endorsing violent acts. While many researches and psychologists have conducted experiments and meta-analytic reviews to test the correlation between violent video games and mass shootings, the debate remains prevalent in the media, to date. This thesis will not aim to prove whether or not violent video games are largely responsible for malicious attacks, but rather analyze why the blame is often adverted specifically to the video game industry in the aftermath of public massacres. This paper will analyze the positive and negative effects of gaming, the social and behavioral tendencies often developed from playing video games, and the current controversies surrounding the industry.
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42

Bishop, Kaelyn, Hannah Mathely, Andy Asllani, Joseph Barnet, Andrea Dr Clements, and Kent Dr Norman. "Perception and Acceptability of Violence in Video Games, Movies, and News." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/asrf/2018/schedule/203.

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It is imperative to know how violent material is perceived when presented over various media platforms and how acceptable these violent acts are in video games with different ESRB ratings. With the current debate surrounding the relationship between video games and violence, it is important to understand perception of violence in different media and acceptability of violent acts in video games of different ratings. This will allow a more accurate discussion on the impact of violent acts in video games as compared to other media which will help determine how to best proceed in eliminating causal factors of violence as well as influencing the production of new video games. It was expected that violent acts would be perceived as most violent in news, followed by movies, and least violent in video games. It was also expected that more violent acts would be seen as acceptable in video games rated mature rather than teen. Participants were gathered at University of Maryland from two classes and SONA. They were administered a survey to determine their video game usage and demographic information. Perception of violence in the news, movies, and video games was measured using a 9-point Likert Scale that ranged from 1-”harmless” to 9“horrifying.” Acceptability was measured by asking if particular violent acts were viewed as acceptable for teen ratings or mature ratings in video games. These acts ranged from mostly harmless to extremely brutal. In general, news was perceived as the most violent followed by movies then video games. The mean perceived violence in Video Games was 4.74 (SD=1.64), in Movies 5.05 (SD=1.68), and in News media 5.77 (SD=1.67). As expected, violent acts were better tolerated in games rated mature than games rated teen. The mean number of acts judged "unacceptable" (not marked as unacceptable) for Teen was 19.31 and for Mature it was only 8.81 (p<.001).
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43

Koloko, Muya. "The persistence of attitudes following violent and non-violent video game play using conventional versus embodied controls." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14402.

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Includes bibliographical references (leaves 72-79).<br>The effects of violent video game play on hostility and support for violence are unclear. Previous studies have shown increases, decreases or no effect at all. At the time of the first study (2007) it was unclear if attitudes and opinions within a game persisted after game play. Also unknown was how long any such effects would last, and if they would be affected by using embodied versus conventional controls in the game. 3 experiments were run on university students to investigate these points. It was hypothesised that violent play would increase hostility and support for violence, and that these effects would be short term and increased by the use of embodied controls. Study 1 investigated whether attitudes and opinions persisted immediately after game play by having participants play either a nonviolent or violent version of a computer game and then measuring their support for violence. The hypothesis was tentatively supported in males, who showed higher support for violence in the violent version group. Study 2 aimed to pilot a behavioural measure of hostility to be used in Study 3 by having participants watch either a non-violent (non-violent group) or violent clip (violent group) before completing the behavioural measure and the violence questionnaire used in Study 1. The hypothesis was not well supported in that the attitudinal scores were almost equal. However, the expected trend occurred in the behavioural measure. Study 3 investigated how long the effects on hostility and support for violence would last, and if they were affected by the use of embodied versus conventional controls. Participants played a non-violent and violent game on either the Playstation 2 or Nintendo Wii. Violent play did not increase support for violence and hostile decision making, it marginally decreased them. Also, the participants' responses did not completely return to baseline after 24 hours. Lastly, embodied controls were not found to have a greater effect on support for violence. Therefore, the 3 predictions of this study were not supported. Overall, the central tenet that video games can affect players' attitudes, opinions, cognition and behaviour post play and that this will be especially true in games wherein an in-game character mimics the physical actions of the player is not well supported.
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44

Persson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.

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Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’ choices. The results showed that the choice of whether or not to kill could be affected if the narrative is dynamic and the non-playable characters reflect upon the choices made. Future studies should be conducted to see how graphics and sound affect the choices, and to see if it might be the mere choice in itself that affects the players the most.
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45

McLean, L. "The effect of violent video game playing on gamer's views of victims of crime." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/27924/.

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This research was designed to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on violence to players than more passive forms of media. Much of the research in the area of violent video game research has focused on changes in players in terms of aggressive behaviour, following exposure to these games. The present research was designed to explore any changes in affect and cognition, in terms of attitudes, that may be associated with video game play, and also to explore any factors that may moderate or mediate these changes in players, with a particular emphasis on adolescents and female gamers. The overall aims of the thesis were to establish i) the attitudes of gamers towards victims of crime ii) the role of moral disengagement strategies in violent video game play iii) the nature and experience of female violent video game play. The aims were addressed through four stages of linked research utilising a multi method design including a survey of adolescents (n=206), semi structured interviews (n=50), an online and paper survey (n=605) and analysis of a female gamer online discussion posts, in order to explore the impact of violent video game play The principal findings of this thesis noted young people who played violent video games reporting less concern for victims of crime, and attributed more blame to the victims of crime, particularly non serious victims and those that could be viewed as culpable for the crimes. While moral disengagement has been proposed as a mechanism through which people may justify immoral conduct, in the current studies the video game players were less likely than sports players to endorse moral disengagement strategies. They were found however to use a specific set of moral disengagement strategies (cognitive restructuring) than sports players and this may be related to the structures of the games, both virtual and sporting. In relation to female gamers, gaming was found to be a key element of the female gamers’ identity, with females discussing the integration of gaming into their daily lives on a number of different levels. Similar to previous research, the social elements of gaming was highlighted while simultaneous difficulties with Page 12 of 281 online interaction emphasised for female gamers. The results of the studies are discussed in relation to the experience of gaming and the possible mediating and moderating factors that may explain these effects. The results suggest that cognitive distortions, developmental stages, gender and differences in identification with game characters may explain differences in attitudes towards victims which were observed. These concepts are discussed in relation to risk and protective factors that may be important in understanding any relationship between violent video game play and less positive attitudes towards victims.
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46

Climer, Emily M. "Individual Differences in Perceived Violence, Relative Enjoyment, and Recommended Age Ratings of Video Games." Thesis, University of Louisiana at Lafayette, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10002422.

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<p> The current study was conducted to examine the relationship between personal, internal variables, and various measures of video game ratings. Individual differences equated in the present study included trait aggression, video game preferences, sex, and gender identity. These measures were experimentally manipulated to evaluate various game ratings including ratings of violence, enjoyment, and age recommendations. Comparisons of ratings were made across E10+, T, and M rated video game conditions. Participants completed a demographic profile, the Buss-Perry Aggression Questionnaire, the Bem Sex-Role Inventory, and a video game questionnaire, which was administered after viewing video game clips. Correlational analyses revealed that trait aggression was not significantly related to video game ratings. However, video game preference was correlated with higher enjoyment ratings in all game conditions and lower violence and age recommendation ratings in the M game condition. The results further revealed that sex was a significant factor for enjoyment and age recommendation ratings, but not ratings of violence in the offered video games. Regarding gender identity differences, masculinity was found to be correlated with higher violence ratings for the violent video game conditions; femininity was correlated with lower enjoyment ratings and higher age ratings in the most violent game condition. Implications for the ESRB video game ratings process and media portrayal of violent video game players are discussed in the context of the present study.</p>
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47

Bodling, Karolin. "Våld- och kvinnoskildringar i TV-spel." Thesis, Uppsala University, Department of Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-88998.

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<p>ABSTRACT</p><p>Title: Violence and women representation in video games (Vålds‐ och kvinnoskildringar i TV‐spel)</p><p>Number of pages: 42</p><p>Author: Karolin Bodling</p><p>Tutor: Göran Svensson</p><p>Course: Media and Communication Studies D</p><p>Period: Autumn 2005</p><p>University: Division of Media and Communication, Department of Information Science, Uppsala University.</p><p>Purpose/Aim: The aim is to investigate how violence and women are presented in video games and in game reviews.</p><p>Material/Method: The study includes theories that consider violence and gender in media and video games. The material of the essay exists of two games and five reviews. The method that is being used is a content analysis. The games that are being analysed are Jade Empire and Grand Theft Auto – San Andreas.</p><p>Main results: The video games are often connected to brutal violence but the analysis of the game Jade Empire shows that it is possible to hve control of the violence in the games and that the player has a possibility to choose the outcome of violence. In comparence to Jade Empire, Grand Theft Auto – San Andreas shows brutal violence as entertainment. The games that have been analysed shows women as stereotyped objects. The development of women in games has been going forward but the question is wheter it´s going forward in the right way; from an innocent princess to a sex object. There is a big difference between how the violence and women are being showed in the games and how they are described in the rviews, the reviewer is often neutral in his or hers judgement of the violence and the female characters in the games.</p><p>Keywords: video games, gender, violence, media, gender roles</p>
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48

Jones, Grant. "The Effects of Violence in Video Games on Individual Levels of Hostility in Young Adults." TopSCHOLAR®, 2018. https://digitalcommons.wku.edu/theses/2570.

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For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young adults, particularly in relation to the respondents’ indicated extent of adverse childhood experiences, trait anger, and competitiveness, all three of which were assumed to have a positive relationship with hostility. A survey was distributed to students attending Western Kentucky University in an attempt to measure what effects these three aforementioned variables have on young adults, in addition to what affects video game playing and violence in video games may have on hostility and aggression. From the data acquired, it was clear that while adverse childhood experiences had no statistical significance in this study and higher competitiveness indicated a very slight decline in hostility, trait anger did in fact appear to raise hostility in the respondents. Additionally, increases in exposure to both video game play and violence in video games were shown to lead to a decrease in hostility. From this, it would appear that trait anger was the only variable to truly increase hostility in young adults, and the often-discussed variables of video game play and violence in video games both appear to decrease hostility in respondents as exposure to either factor increases, thus going against the common assumptions.
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49

Schmitz, Kelsey Catherine. "Shut Up and Play, or Get Out: A Pedagogy of Gendered Digital Identities in Video Gaming." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/38053.

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This research project is an answer to the question, “What is the trouble with Gender and Gaming?” Distinguishing between sex and gender, the research examines how players learn to participate in gaming culture through a gendered lens and explores the voices of participant gamers who are learning and dealing with gendered violence and sexism in video games. Specifically, I examined the complicated nature of power, gendered representations/performances and language in gaming. To accomplish this, I used a poststructural feminist theory that I call ‘theory of disruption,’ which utilizes Butler’s (1991) theories on gender performance, Foucault’s (1978) concept of the docile body, and Harraway’s (1991) theory of disruption through the metaphor of the cyborg. Methodologically, I used digital ethnography, where I took on the role of participant-researcher by examining and analyzing my experiences as a video game player, on the one hand, and played with and interviewed 12 avid North American video gamers, all of whom are English speakers, including 8 women and 4 men, on the other. In analyzing my own and the participants’ narratives, gendered violence and sexual violence perpetuated within the context of gaming was deemed as a major deterrent for self-identified female gamers, often leaving them disconnected from the gaming community, and at times driving them to stop playing online games completely. In the case of female gamers, I show, they begin gaming already orienting their performance around a male narrative and in a male-dominated space. Throughout the thesis, we see that the trouble with gender and gaming is how gender is performed in games: cultural limitations, as well as design limitations influenced by culture, restrict players to the point where performativity (i.e. the pattern of gender performance) morphs into gender norms. These norms, I also show, are not left to perpetuate. In many cases, they are disrupted, subverted, dismissed or outright ignored. Nonetheless, I conclude, all gamers, male or female, have to negotiate gendered identities and their storylines as represented and made available by game designers. Approached as a ‘null curriculum’ (Eisner, 1985), video gaming is a site where most people, but particularly young people, invest in their identities and desires, thus turning it into a learning site. Here, particular representations and gendered norms and behaviours are learned. Pedagogically, I therefore conclude, we need to critically engage with it and show its creative as well as its ‘other’ (especially when it comes to female representation) side. Membership to the gaming community, it seems, is open to anyone with a gaming system and a desire to log into play; but if those community members were more attuned to how their actions, words, and conversations impact their greater community, perhaps we would begin to see a version of the gaming culture that is safer and more open to all.
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50

Lidén, Christer. "The Desert of the Real in Spec Ops: The Line. A Study of Simultaneous Hyperreal Experiences by Protagonist and Player : A Study of Simultaneous Hyperreal Experiences by Protagonist and Player." Thesis, Stockholms universitet, Engelska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-125903.

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As an anomaly on the market of military shooters of the 21st century, Spec Ops: The Line entails a journey of undetermined realities and modern warfare consequences. In this study, the narrative is analyzed from the perspective of Jean Baudrillard’s idea that simulations have replaced our conception of reality. Both the protagonist and the player of Spec Ops will unavoidably descend into a state of the hyperreal. They experience multiple possible realities within the game narrative and end up unable to comprehend what has transpired. The hyperreal is defined as the state in which it is impossible to discern reality from simulation. The simulation of reality has proliferated itself into being the reality, and the original has been lost. The excessive use of violence, direct approach of the player through a break with the 4th wall and a deceitful narrator contribute to this loss of reality within the game. Although the game represents simulacra, being a simulation in itself, the object of study is the coexisting state of hyperreal shared between protagonist and player when comprehending events in the game. In the end, neither part can understand or discern with any certainty what transpired within the game.<br><p>Grade: B</p>
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