2014
DOI: 10.1080/03637751.2014.922206
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How Violent Video Games Communicate Violence: A Literature Review and Content Analysis of Moral Disengagement Factors

Abstract: Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-ranked first-person shooters (PC). Findings suggest that moral dis… Show more

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Cited by 81 publications
(44 citation statements)
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“…Some of the best models for understanding problematic Internet use and technology addiction come from theories on cigarette and alcohol use [29]. For example, the rational addiction model for cigarette use posits that individuals may Parents and educators may not be aware of the apps that children and teens use regularly or may not be aware of the risks involved.…”
Section: Theories For Understanding Problematic Internet Use and Techmentioning
confidence: 99%
“…Some of the best models for understanding problematic Internet use and technology addiction come from theories on cigarette and alcohol use [29]. For example, the rational addiction model for cigarette use posits that individuals may Parents and educators may not be aware of the apps that children and teens use regularly or may not be aware of the risks involved.…”
Section: Theories For Understanding Problematic Internet Use and Techmentioning
confidence: 99%
“…The sample consisted of episodes from the most commonly binge-watched online original TV programs in Fall, 2015. Because cultivation theory is predicated on the most prevalent themes that viewers experience via media, this study examines content from the most popular programs for binge-viewing (Hartmann, Krakowiak, & Tsay-Vogel, 2014;Jamieson & Romer, 2014;Smith, Lachlan, & Tamborini, 2003). This study focuses specifically on online original programming due to its emergence as a new TV genre.…”
Section: Methodsmentioning
confidence: 99%
“…We reasoned that examining dynamic play-rather than static box art (Burgess, Dill, Stermer, Burgess, & Brown, 2011) or less interactive opening cinematics (Jansz & Martis, 2007)-in a game world might offer insights on character design. To give due attention to variables specific to gameplay, we followed a procedure similar to Hartmann, Krakowiak, and Tsay-Vogel (2014) and analyzed in-game recordings of video gameplay available on YouTube. This technique also allowed us to avoid bias in the capturing of the content (Schmierbach, 2009), as the original players remained independent of the research.…”
Section: Samplingmentioning
confidence: 99%