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