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Communication

Communication Faculty Publications

Video games

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Beyond Hours Of Video Gameplay: Connections Between Verbal Aggressiveness, Genre Preference, And Technology Used, William T. Howe, Ioana A. Cionea Feb 2021

Beyond Hours Of Video Gameplay: Connections Between Verbal Aggressiveness, Genre Preference, And Technology Used, William T. Howe, Ioana A. Cionea

Communication Faculty Publications

This research examined how multiple factors (i.e., hours of gameplay, types of gameplay, preferred genre of video games, technology used to play games, and biological sex) were associated with both trait and situational verbal aggressiveness. Cross-sectional data were collected from 435 undergraduate students via an online questionnaire. Results indicated similar patterns to previous literature in that video gameplay hours were positively related to verbal aggressiveness. However, we extended research by also showing that a preference for certain genres and technology used to play video games were also related with both situational and trait verbal aggressiveness. Based on these results, we …


Cross-Cultural Analysis Of Gamer Identity: A Comparison Of The United States And Poland, Małgorzata Ćwil, William T. Howe Dec 2020

Cross-Cultural Analysis Of Gamer Identity: A Comparison Of The United States And Poland, Małgorzata Ćwil, William T. Howe

Communication Faculty Publications

Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective.

Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of …


[Review Of] Colin Milburn, Respawn: Gamers, Hackers, And Technogenic Life, Durham, Nc: Duke University Press, 2018, 301 Pp., William T. Howe Jan 2020

[Review Of] Colin Milburn, Respawn: Gamers, Hackers, And Technogenic Life, Durham, Nc: Duke University Press, 2018, 301 Pp., William T. Howe

Communication Faculty Publications

No abstract provided.


Gamers’ Sensations Of Spatial, Social, And Co-Presence While Playing Online Video Games, Cheryl Campanella Bracken, R. L. Lange, James Denny Jan 2005

Gamers’ Sensations Of Spatial, Social, And Co-Presence While Playing Online Video Games, Cheryl Campanella Bracken, R. L. Lange, James Denny

Communication Faculty Publications

There is an increasing number of video gamers who are playing games online. Previous research has demonstrated that off line gamers experience sensations of presence “the illusion of non-mediation” (Lombard & Ditton, 1997). The current study, explores through focus groups, the type of presence online gamers report experiencing. The results demonstrate that online gamers report having sensations that can be classified into all three main presence types: spatial (physical), social, and co-presence.