Engl 112 in-class - Communication Quarterly Vol 56 No 3 August 2008 pp 284302 Downloaded By[Canadian Research Knowledge Network At 23:02 16

Info iconThis preview shows pages 1–3. Sign up to view the full content.

View Full Document Right Arrow Icon
Popular video games in the United States are rife with graphic violence (Smith, relationship between violent game play and aggressive behavior (Elmer-Dewitt, 1993). Most notably, American news media has associated video game play with the perpetrators of school shootings at Columbine High School and Westside Middle link between video game playing and aggression (Anderson & Dill, 2000; Lineberger, 1999; Sherry, 2001), while a handful of studies have attempted to quantify Kenneth Lachlan (PhD, Michigan State University, 2003) is an assistant professor in the Communication Department at Boston College, Chestnut Hill, Massachusetts, USA. Erin Maloney (MA, University of Connecti- cut, 2006) is a graduate assistant in the Communication Department at Michigan State University, East Lansing, Michigan, USA. Correspondence : Kenneth Lachlan, Communication Department, Boston College, 140 Commonwealth Avenue, Chestnut Hill, MA 02135, USA; Tel.: (617) 552-3083; Fax: (617) 552-2286; E-mail: [email protected]
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
potentially problematic game content in terms of the frequency of violence and the context surrounding aggressive interactions. However, the methodological approaches taken in these content studies have been based almost entirely on techniques com- mon in linear media (such as television) and fail to identify game user characteristics that may play an important part in generating violent content. The goal of the cur- rent study was to explore the links between user attributes (such as aggressive person- ality and telepresence tendency) and video game content. While the findings suggest potential links between user attributes and game content, they also raise a larger issue concerning the ways in which we conceptualize interactive content. Video Game Use and Effects Children, adolescents, and even adults spend a great deal of time playing video games. Adolescent males in particular engage in about eleven hours of interaction children in this country have access to a video game console, with about one-third having a game console in their bedrooms, where game play presumably goes unwatched (Kaiser Family Foundation, 1999). The knowledge that young audiences spend a large amount of time playing has led to a substantial amount of research exploring the relationship between game playing and aggression (Dominick, 1984). Wiegman and Van Shie (1998) found a relationship between preferences toward violent video games and reports of violent behavior. Numerous other correlational 2000; Dominick, 1984; Gentile, Lynch, Linder, & Walsh, 2004; Krahe & Moller, 2004; Lin & Lepper, 1987). A substantive body of experimental research also has also pro-
Background image of page 2
Image of page 3
This is the end of the preview. Sign up to access the rest of the document.

This note was uploaded on 01/26/2011 for the course ENGL 112 taught by Professor Fox during the Spring '09 term at The University of British Columbia.

Page1 / 19

Engl 112 in-class - Communication Quarterly Vol 56 No 3 August 2008 pp 284302 Downloaded By[Canadian Research Knowledge Network At 23:02 16

This preview shows document pages 1 - 3. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online