The Good, the Bad, or the Ugly
A Multilevel Perspective on Electronic Game Effects
Bibliographic Data
| ID | 4953834 |
|---|---|
| Authors | Brian G Southwell (0000-0001-5091-8782, University of Minnesota), Kenneth O Doyle (University of Minnesota) |
| Year | 2004 |
| Volume | 48 |
| Issue | 4 |
| Pages | 391-401 |
| Publication date | 2004-12-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | American Behavioral Scientist (JOURNAL) |
| Journal identifiers | ISSN: 0002-7642 • E-ISSN: 1552-3381 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/0002764204270277 |
| OpenAlex | W1973366754 |
| Language | EN |
| Citations received | 3 |
| References cited | 21 |
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
Mass communication
Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior
Action video game modifies visual selective attention
Why Biological Explanation
Measures of Perceived Interactivity
Multilevel Analysis
Cybersociety
Children and Computer Games
Toward a More Appropriate Conceptualization of Research on School Effects
Multilevel Analysis in Mass Communication Research
When Old Technologies Were New
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
Central Problems in Social Theory
| Citations per year | 0.16 |
|---|---|
| Citation span | 2007 - 2013 (7) |
| Highly cited | No |