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Nothing to fear?: College students' ...
~
Lynch, Teresa.
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Nothing to fear?: College students' fear responses to video games.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Nothing to fear?: College students' fear responses to video games./
Author:
Lynch, Teresa.
Description:
106 p.
Notes:
Source: Masters Abstracts International, Volume: 52-03.
Contained By:
Masters Abstracts International52-03(E).
Subject:
Mass Communications. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1548209
ISBN:
9781303535314
Nothing to fear?: College students' fear responses to video games.
Lynch, Teresa.
Nothing to fear?: College students' fear responses to video games.
- 106 p.
Source: Masters Abstracts International, Volume: 52-03.
Thesis (M.A.)--Indiana University, 2013.
This study examined participant reports of fright experiences caused by video game exposure. The results of this study indicate that, similar to other media, video games can indeed evoke fear experiences with over half of the participants reporting game-induced fear. Gender, sensation seeking, and trait empathy all emerged as important individual variables in fright experience. Participants identified interactivity and realism as significant contributors to their fear with both elements correlating positively with fright frequency. This study provides identification of features specific to the medium of video games that affect fright experience. Additionally, participants identified specific games and stimuli within games that caused fright.
ISBN: 9781303535314Subjects--Topical Terms:
1017395
Mass Communications.
Nothing to fear?: College students' fear responses to video games.
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106 p.
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Source: Masters Abstracts International, Volume: 52-03.
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Adviser: Nicole Martins.
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Thesis (M.A.)--Indiana University, 2013.
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This study examined participant reports of fright experiences caused by video game exposure. The results of this study indicate that, similar to other media, video games can indeed evoke fear experiences with over half of the participants reporting game-induced fear. Gender, sensation seeking, and trait empathy all emerged as important individual variables in fright experience. Participants identified interactivity and realism as significant contributors to their fear with both elements correlating positively with fright frequency. This study provides identification of features specific to the medium of video games that affect fright experience. Additionally, participants identified specific games and stimuli within games that caused fright.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1548209
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