Affiliation:
1. University of Wisconsin-Madison,
2. University of Wisconsin-Madison
Abstract
This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game—they do not passively receive the games' images and content. The meanings they produce about controversial subjects are situated in players' local practices, identities, and discourse models as they interact with the game's semiotic domain. The results suggest that scholars need to study players in naturalistic settings if they want to see what “effects” games are having on players.
Subject
Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies
Reference62 articles.
1. Violent Video Games Can Increase Aggression
2. The Influence of Media Violence on Youth
3. Anderson, C.A. & Carnagey, N.L. (2004). Violent evil and the general aggression model. In A. Miller (Ed.), The social psychology of good and evil (pp. 168-192). New York: Guilford.
4. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Cited by
51 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献