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The Good, the Bad, or the Ugly

A Multilevel Perspective on Electronic Game Effects

Bibliographic Data

ID4953834
AuthorsBrian G Southwell (0000-0001-5091-8782, University of Minnesota), Kenneth O Doyle (University of Minnesota)
Year2004
Volume48
Issue4
Pages391-401
Publication date2004-12-01
Open AccessYes
TypeARTICLE
VenueAmerican Behavioral Scientist (JOURNAL)
Journal identifiersISSN: 0002-7642 • E-ISSN: 1552-3381
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/0002764204270277
OpenAlexW1973366754
LanguageEN
Citations received3
References cited21

When pundits-and some researchers-proclaim electronic games either altogether good or altogether bad for society, they often miss theoretical subtleties that if considered would allow us to see both the boon and the burden of the emerging technology and point to important future possibilities. Most important, these critics often fail to recognize that variability exists at different levels of analysis and in the interactions: between players, between games, between contexts, and so forth. The simultaneous existence of both positive and negative consequences of electronic games can be elaborated and reconciled in part through a multilevel perspective on electronic game effects whereby important variables exist at the levels of the individual, game content, and societal time or space. This article illustrates this idea by reviewing some recent findings in this arena and pointing to common threads that relate to the likely multilevel structure of human interaction with electronic games

Perspective (graphical · Point (geometry · Sociology · Space (punctuation) · Computer Science · Mathematics · Media Influence and Politics · Opinion Dynamics and Social Influence · Psychology · Social Media and Politics · Social Psychology

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Citations per year0.16
Citation span2007 - 2013 (7)
Highly citedNo

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