Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Behavioral, attitudinal, and decisio...
~
Smallwood, Kent.
Linked to FindBook
Google Book
Amazon
博客來
Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adults.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adults./
Author:
Smallwood, Kent.
Description:
143 p.
Notes:
Adviser: R. Wayne Fuqua.
Contained By:
Dissertation Abstracts International69-01B.
Subject:
Psychology, Behavioral. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3295563
ISBN:
9780549403289
Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adults.
Smallwood, Kent.
Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adults.
- 143 p.
Adviser: R. Wayne Fuqua.
Thesis (Ph.D.)--Western Michigan University, 2007.
Each year, interactive video game technology becomes more and more advanced, offering more lifelike environments, immersive experiences, and realistic situations in which the player must decide how to act. As a result of these technological advancements, the violent content in video games has become increasingly realistic and graphic. Unlike the passive viewing experience of television, video game players adopt roles in which they initiate actions and direct the progression of video game experience. In these active roles, they may engage in and be rewarded for violent acts against fictitious video game characters or other online players. Furthermore, the videogame industry has grown over 200% in revenue in less than ten years, and now outperforms the movie box office industry. However, technological advances have quickly outpaced our understanding of the effects of certain types of adult content, including violent content, on the game player. Despite the absence of sound scientific research on the effects of violent game play on aggressive behavior or attitudes of the game player, legislation continues to be proposed attempting to outlaw certain types of games for certain age groups, only to be struck down on first amendment grounds. To date, the majority of the research on this topic has been conducted before the games themselves were technologically advanced enough to draw meaningful conclusions; the few (approximately 10) more recent studies of the impact of videogame play on aggressive behavior and attitudes still have several shortcomings, mostly in their choice of dependent measures. The purpose of this investigation was to build upon the small research base related to effects of violent video games on behavior, attitudes, and physiology by adopting several dependent measures that have not used in previous studies, including realistic behavioral simulations, computer simulations of aggression, and vignette-based measures of aggressive attitudes. Additionally, this study differed from the existing research base in the rigorous pre-experiment independent variable selection that took place. This study is a methodological refinement and extension of work done by Smallwood, Fuqua & Dagen (2005), which itself improved upon the methodologies employed by other studies, such as Anderson & Dill (2000), Deselms & Altman (2003) and Sheese & Graziano (2005).
ISBN: 9780549403289Subjects--Topical Terms:
1017677
Psychology, Behavioral.
Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adults.
LDR
:03298nam 2200277 a 45
001
950353
005
20110525
008
110525s2007 ||||||||||||||||| ||eng d
020
$a
9780549403289
035
$a
(UMI)AAI3295563
035
$a
AAI3295563
040
$a
UMI
$c
UMI
100
1
$a
Smallwood, Kent.
$3
1273749
245
1 0
$a
Behavioral, attitudinal, and decision-altering effects of aggressive video games on young adults.
300
$a
143 p.
500
$a
Adviser: R. Wayne Fuqua.
500
$a
Source: Dissertation Abstracts International, Volume: 69-01, Section: B, page: 0661.
502
$a
Thesis (Ph.D.)--Western Michigan University, 2007.
520
$a
Each year, interactive video game technology becomes more and more advanced, offering more lifelike environments, immersive experiences, and realistic situations in which the player must decide how to act. As a result of these technological advancements, the violent content in video games has become increasingly realistic and graphic. Unlike the passive viewing experience of television, video game players adopt roles in which they initiate actions and direct the progression of video game experience. In these active roles, they may engage in and be rewarded for violent acts against fictitious video game characters or other online players. Furthermore, the videogame industry has grown over 200% in revenue in less than ten years, and now outperforms the movie box office industry. However, technological advances have quickly outpaced our understanding of the effects of certain types of adult content, including violent content, on the game player. Despite the absence of sound scientific research on the effects of violent game play on aggressive behavior or attitudes of the game player, legislation continues to be proposed attempting to outlaw certain types of games for certain age groups, only to be struck down on first amendment grounds. To date, the majority of the research on this topic has been conducted before the games themselves were technologically advanced enough to draw meaningful conclusions; the few (approximately 10) more recent studies of the impact of videogame play on aggressive behavior and attitudes still have several shortcomings, mostly in their choice of dependent measures. The purpose of this investigation was to build upon the small research base related to effects of violent video games on behavior, attitudes, and physiology by adopting several dependent measures that have not used in previous studies, including realistic behavioral simulations, computer simulations of aggression, and vignette-based measures of aggressive attitudes. Additionally, this study differed from the existing research base in the rigorous pre-experiment independent variable selection that took place. This study is a methodological refinement and extension of work done by Smallwood, Fuqua & Dagen (2005), which itself improved upon the methodologies employed by other studies, such as Anderson & Dill (2000), Deselms & Altman (2003) and Sheese & Graziano (2005).
590
$a
School code: 0257.
650
4
$a
Psychology, Behavioral.
$3
1017677
650
4
$a
Psychology, Experimental.
$3
517106
690
$a
0384
690
$a
0623
710
2
$a
Western Michigan University.
$3
804473
773
0
$t
Dissertation Abstracts International
$g
69-01B.
790
$a
0257
790
1 0
$a
Fuqua, R. Wayne,
$e
advisor
791
$a
Ph.D.
792
$a
2007
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3295563
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9117979
電子資源
11.線上閱覽_V
電子書
EB W9117979
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login