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Full-Text Articles in Arts and Humanities

(Don't) Stop Playing That Game: A Rhetorical Analysis Of The Video Game Addiction Stereotype, Chet Daniel Breaux May 2011

(Don't) Stop Playing That Game: A Rhetorical Analysis Of The Video Game Addiction Stereotype, Chet Daniel Breaux

Masters Theses & Specialist Projects

The growing popularity of game addiction discourse has necessitated study of how video game critics rhetorically construct addiction. In the following thesis, I analyze contemporary examples of texts that link game addiction to drug abuse. I use Robert Cover’s analysis of how game addiction stereotypes form in conjunction with Aristotle’s rhetorical principles to isolate the persuasive appeals used by authors to rhetorically construct game play as addictive. These addiction arguments, however, are rooted in a larger historical context, and I present examples of game guidebooks and comic books published in the late 1970s and early 1980s to illustrate their rhetorical …


Media Effects In Context, Brian O'Neill Jan 2011

Media Effects In Context, Brian O'Neill

Books/Book chapters

The media effects tradition occupies a hugely influential and dominant role within mainstream communications research. It is unquestionably the longest running tradition within the field of audience studies, spanning nearly its entire history, yet it continues to divide opinion, both methodologically and with regard to its fundamental approach towards the study of media audiences. Its influence extends well beyond the academy, and the powerful influence exerted by its research agenda on public and political understanding of the impact of media is perhaps one of its most significant achievements.


Gaming Literacy: Construct Validation And Scale Construction, Kenneth Allen Rosenberg Jan 2011

Gaming Literacy: Construct Validation And Scale Construction, Kenneth Allen Rosenberg

USF Tampa Graduate Theses and Dissertations

This thesis is the first attempt to construct a standardized measure of literacy for the medium of video games, filling a gap in the literature by synthesizing various items of skills, behaviors, and affective components from existent studies and determining their correlations through analyzation of survey data. The five categories that were derived from conceptual review and factor analysis have high measures of internal consistency: Information and Systems Management; Exploration and Enjoyment; Teamwork; Design; and Socialization. To test for external consistency and reliability, the proposed gaming literacy model was compared to the Novak and Hoffman (1997) construction of flow, using …