130 research outputs found

    Stepping back to advance: Why IGD needs an intensified debate instead of a consensus

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    Based on their analysis of Internet gaming disorder (IGD) criteria, Kuss, Griffiths, and Pontes (2017) come to the conclusion that the current situation can be described as “chaos and confusion.” Their assessment is not an exaggeration. It can be argued that there are even more issues, on logical/definitional and political/social levels: (a) the IGD diagnosis is lacking a well-defined object, (b) the cause and effect cannot be differentiated outside lab conditions, (c) the social and political effects of declaring a social behavior as a disease are worrying, and (d) a rushed diagnosis may construct an addiction with potentially harmful effects on (formerly) healthy populations. Instead of closing the debate by declaring a consensus and codifying IGD in the DSM, an undogmatic, intensified, and broader discussion is needed

    Can We Hide in Shadows When the Times are Dark?

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    The editorial discusses the relevance of analyzing some problematic aspects of online participation in consideration of events that happened during the preparation of this thematic issue. It critically challenges the eponymous ‘dark participation’ concept and its reception in the field, and calls for a deeper exploration of epistemological questions — questions that may be uneasy and difficult to answer, as they also refer to the issue of balance and scientific positioning in the face of threats to public communication and democratic ideals

    Disciplinary identity of game scholars: an outline

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    There has been academic research work directed at games and play for decades, but the field has been somewhat scattered, and around the turn of the millennium the idea of establishing a new discipline, dedicated to the study of games in their own right gained prominence. The conference, journal and other publication activity in games research has expanded during the last decade, but it remains unclear how many contemporary academics working on games could be seen to represent a unified group, sharing a common disciplinary identity. This paper reports the first results from an international survey (valid n = 544), carried out among the DiGRA mailing list subscribers, as well as among the members of ECREA and ICA games research groups, aimed at probing the background education, orientation and academic practices of games researchers. The findings highlight the great diversity of educational backgrounds and of the current self-identified research fields, but also the dynamic interdisciplinary changes from one field to another, and how strong the identification as a “digital games researcher” is among the survey respondents

    Dark participation: Conception, reception, and extensions

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    While the new possibilities of online participation were initially described and analyzed from a mainly optimistic perspective, more recent work in communication studies draws a rather bleak picture of the state of communication in today’s online world. The concept of "dark participation" (Quandt, 2018) picks up on this profound change of perspective. In addition to the systematization of negative participatory forms, the concept was also used as a rhetorical device to comment on the change in scientific perspective: the original publication was primarily meant as a call for balance in the analysis of online participation - something that was often neglected in the subsequent debate. Based on a brief summary of the core ideas and the context of the original publication, the current paper revisits the concept of dark participation by discussing its reception and potential extensions. Furthermore, a reassessment of its value and the limitations for analyzing (negative) forms of online participation is presented vis-à-vis related concepts

    Cyberbullying at schools: a longitudinal research project

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    Dark Participation

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    Citizen participation in the news-making process has been a hopeful promise since the 1990s. Observers hoped for a rejuvenation of journalism and democracy alike. However, many of the enthusiastic theoretical concepts on user engagement did not endure close empirical examination. Some of the major fallacies of these early works (to whom the author contributed himself) will be outlined in this article. As a bleak flip side to these utopian ideas, the concept of “dark participation” is introduced here. As research has revealed, this type of user engagement seems to be growing parallel to the recent wave of populism in Western democracies. In a systematization, some essential aspects of dark participation will be differentiated. Finally, the benefits of (also) looking at the wicked side of things will be discussed

    Aggression and Preference for First-Person Shooter and Action Games: Data From a Large-Scale Survey of German Gamers Aged 14 and Above

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    Cross-sectional studies on video game violence and aggression have yielded contradictory results. Parts of this inconclusiveness can be attributed to the limitation to particular age groups. The present study investigated the relationship between preference for action and first-person shooter (FPS) games and aggression for the groups of adolescents (14-18), younger (19-39), and older adults (40+) in a sample of German gamers (N = 4,500). The strength of the association differed between age groups. Even after controlling for gender, education, social support, self-efficacy, and overall video game use, we found a significant relationship between preference for action and FPS games and physical aggression that was strongest for the adolescents. We found no such association for anger and verbal aggression. The results indicate that potential selection or socialization effects are likely to differ with age and that research on video games and aggression can benefit from the inclusion of more heterogeneous samples

    Violent video games and physical aggression: evidence for a selection effect among adolescents

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    Longitudinal studies investigating the relationship of aggression and violent video games are still scarce. Most of the previous studies focused on children or younger adolescents and relied on convenience samples. This paper presents data from a 1-year longitudinal study of N = 276 video game players aged 14 to 21 drawn from a representative sample of German gamers. We tested both whether the use of violent games predicts physical aggression (i.e., the socialization hypothesis) and whether physical aggression predicts the subsequent use of violent games (i.e., the selection hypothesis). The results support the selection hypotheses for the group of adolescents aged 14 to 17. For the group of young adults (18–21), we found no evidence for both the socialization and the selection hypothesis. Our findings suggest that the use of violent video games is not a substantial predictor of physical aggression, at least in the later phases of adolescence and early adulthood. The differences we found between the age groups show that age plays an important role in the relationship of aggression and violent video games and that research in this area can benefit from a more individualistic perspective that takes into account both intraindividual developmental change and interindividual differences between players

    The Moral Gatekeeper? Moderation and Deletion of User-Generated Content in a Leading News Forum

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    Participatory formats in online journalism offer increased options for user comments to reach a mass audience, also enabling the spreading of incivility. As a result, journalists feel the need to moderate offensive user comments in order to prevent the derailment of discussion threads. However, little is known about the principles on which forum moderation is based. The current study aims to fill this void by examining 673,361 user comments (including all incoming and rejected comments) of the largest newspaper forum in Germany (Spiegel Online) in terms of the moderation decision, the topic addressed, and the use of insulting language using automated content analysis. The analyses revealed that the deletion of user comments is a frequently used moderation strategy. Overall, more than one-third of comments studied were rejected. Further, users mostly engaged with political topics. The usage of swear words was not a reason to block a comment, except when offenses were used in connection with politically sensitive topics. We discuss the results in light of the necessity for journalists to establish consistent and transparent moderation strategies
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