scholarly journals Approaching the Cognitive and Social Functions of World of Warcraft Fan-Comics

Author(s):  
Roger Dale Jones

 This article addresses the question of how video game players make sense out of their experiences by looking specifically at World of Warcraft (Blizzard Entertainment 2004) fan-comics on the official game website. It first develops an analytical framework consisting of game discourse to address the different levels that fan-comics refer to the “game” and game narrative to address the ways in which fan-comics utilize narrative aspects of the game in their stories. Sense-making in comics is then used to address how fan-comics use graphic images and verbal text to embed (and narratively frame) conflicting perspectives into specific cognitive and social forms of sense-making. It then applies this analytical framework to three World of Warcraft fan-comics that participate in three different levels of game discourse and presents three different types of sense-making processes. Finally, the article raises questions for future research on the sense-making processes and strategies of video game fan-comics. 

2020 ◽  
Author(s):  
Xiaowei Cai ◽  
Jose-Javier Cebollada-Calvo ◽  
Monica Cortinas

Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of violent video games appears to be associated with more negative attitudes towards victims of crime. This is the first study to directly explore attitudes towards victims of crime, in relation to violent video game exposure. Compared to nonviolent video game players, the violent video game players in the study reported less positive attitudes towards the victims in the study and attributed more blame to the victims. The implications of this finding in the context of previous research on violent video games, and on attitudes are explored. Directions for future research in the area are also highlighted.


2015 ◽  
Vol 20 (1) ◽  
pp. 89-108 ◽  
Author(s):  
Bertram I. Spector

Negotiation is becoming a more inclusive activity. More and different types of actors are taking part at national and international levels to resolve conflicts and seek agreement. At a national level, non-governmental organizations and individual citizens are partaking in mass demonstrations that often evolve into negotiation. At the international level, ngos working through issue networks have been participating more and more in formal negotiations with state parties. By reviewing several cases at these different levels, this article identifies useful questions for future research focusing on the sources of legitimacy and power of these new actors and how they are changing the organization, structure, process and outcomes of negotiation.


2017 ◽  
Author(s):  
◽  
Joseph Hoffswell

The video game industry has become integrated into American lives and has continued to grow at a steady rate. This project utilizes social identity theory, self-categorization theory, and flow theory to examine differences in aggression and processing of video games between three gamer types: non-gamer, casual gamer, and core gamer. A careful review of previous literature was conducted to explore research involving violent video games, various effects caused by video game play, and how video game research has been utilized in conjunction with social identity theory, self-categorization theory, and flow theory. A gap in the literature was identified that most studies focusing on video game effects did not address participants' relationship with video games beyond the amount of time dedicated to gameplay. In past research focused on analyzing gamer identity (Neys, Jansz, and Tan, 2014), non-gamers were excluded from analyses, limiting the conclusions one can make about how video game may affect gamers versus non-gamers differentially. Gamer identity is not unidimensional, rather different types of gamers have a different level of investment in the time they dedicate to video games as well as preferences for what they play. This project explored the idea that gamers may react differently to video game stimuli when compared to non-gamers. Grand Theft Auto IV was utilized as a stimulus in an experiment that measured how violence impacts the different types of gamers. The results indicated that core gamers do react to violent content differently than non-gamers and casual gamers in that hostility and empathy are unaffected by short-term exposure to a violent game stimulus for core gamers. This study suggests that core gamers process video game stimuli differently than non-gamers and casual gamers. The mechanisms by which this happens were not explored, but the consistency of the results provide evidence for unique processing of video game stimulus by core gamers. Results are discussed, and suggestions are made for future research.


1974 ◽  
Vol 3 (3) ◽  
Author(s):  
Michael Széplábi

AbstractThe aim of this article is to do away with the ambigous and arbitrary use of the term of „Leistungsgesellschaft“ (achieving society), in order to obtain a more clarified applicability for sociology, by the means of a differentiating analysis. Three different levels of definition are found by examining the meanings used to date. Each of these levels are based on different types of the principle of achievement, which we call here: 1. the macro-economic principle of maximal economic growth (type A), 2. the socialpsychological principle of achievement motivation (type B), and 3. the microsociological principle as a constitutive element of a distributive system of social status (type C). Both types A and B produce a relatively precise term of the “achieving society”. The main point of discussion, however, is the third level of definition. Here, the problem begins with the terminological construction, which is not able to integrate the premises to a consistent model. Nevertheless, this model, taken as an ideological instrument, fulfils several social functions.


2012 ◽  
Vol 11 (1) ◽  
pp. 7-19 ◽  
Author(s):  
Silke Astrid Eisenbeiß ◽  
Steffen R. Giessner

The present paper gives a review of empirical research on ethical leadership and shows that still little is known known about the contextual antecedents of ethical leadership. To address this important issue, a conceptual framework is developed that analyzes the embeddedness of organizational ethical leadership. This framework identifies manifest and latent contextual factors on three different levels of analysis – society, industry, and organization – which can affect the development and maintenance of ethical leadership. In particular, propositions are offered about how (1) societal characteristics, notably the implementation and the spirit of human rights in a society and societal cultural values of responsibility, justice, humanity, and transparency; (2) industry characteristics such as environmental complexity, the content of the organizational mandate, and the interests of stakeholder networks; and (3) intra-organizational characteristics, including the organizational ethical infrastructure and the ethical leadership behavior of a leader’s peer group, influence the development and maintenance of ethical leadership in organizations. This list of factors is not exhaustive, but illustrates how the three levels may impact ethical leadership. Implications for managerial practice and future research are discussed.


Author(s):  
Youssef A. Haddad

This chapter examines the social functions of speaker-oriented attitude datives in Levantine Arabic. It analyzes these datives as perspectivizers used by a speaker to instruct her hearer to view her as a form of authority in relation to him, to the content of her utterance, and to the activity they are both involved in. The nature of this authority depends on the sociocultural, situational, and co-textual context, including the speaker’s and hearer’s shared values and beliefs, their respective identities, and the social acts employed in interaction. The chapter analyzes specific instances of speaker-oriented attitude datives as used in different types of social acts (e.g., commands, complaints) and in different types of settings (e.g., family talk, gossip). It also examines how these datives interact with facework, politeness, and rapport management.


2020 ◽  
Vol 24 (4) ◽  
pp. 481-497 ◽  
Author(s):  
Thomas Trøst Hansen ◽  
David Budtz Pedersen ◽  
Carmel Foley

The meetings industry, government bodies, and scholars within tourism studies have identified the need to understand the broader impact of business events. To succeed in this endeavor, we consider it necessary to develop analytical frameworks that are sensitive to the particularities of the analyzed event, sector, and stakeholder group. In this article we focus on the academic sector and offer two connected analyses. First is an empirically grounded typology of academic events. We identify four differentiating dimensions of academic events: size, academic focus, participants, and tradition, and based on these dimensions we develop a typology of academic events that includes: congress, specialty conference, symposium, and practitioners' meeting. Secondly, we outline the academic impact of attending these four types of events. For this purpose, the concept of credibility cycles is used as an analytical framework for examining academic impact. We suggest that academic events should be conceptualized and evaluated as open marketplaces that facilitate conversion of credibility. Data were obtained from interviews with 22 researchers at three Danish universities. The study concludes that there are significant differences between the events in terms of their academic impact. Moreover, the outcome for the individual scholar depends on the investment being made. Finally, the study calls for a future research agenda on beyond tourism benefits based on interdisciplinary collaborations.


Author(s):  
Xu Pei-Zhen ◽  
Lu Yong-Geng ◽  
Cao Xi-Min

Background: Over the past few years, the subsynchronous oscillation (SSO) caused by the grid-connected wind farm had a bad influence on the stable operation of the system and has now become a bottleneck factor restricting the efficient utilization of wind power. How to mitigate and suppress the phenomenon of SSO of wind farms has become the focus of power system research. Methods: This paper first analyzes the SSO of different types of wind turbines, including squirrelcage induction generator based wind turbine (SCIG-WT), permanent magnet synchronous generator- based wind turbine (PMSG-WT), and doubly-fed induction generator based wind turbine (DFIG-WT). Then, the mechanisms of different types of SSO are proposed with the aim to better understand SSO in large-scale wind integrated power systems, and the main analytical methods suitable for studying the SSO of wind farms are summarized. Results: On the basis of results, using additional damping control suppression methods to solve SSO caused by the flexible power transmission devices and the wind turbine converter is recommended. Conclusion: The current development direction of the SSO of large-scale wind farm grid-connected systems is summarized and the current challenges and recommendations for future research and development are discussed.


Author(s):  
Bianca Beersma ◽  
Gerben A. van Kleef ◽  
Maria T. M. Dijkstra

This chapter provides an overview of the antecedents and consequences of gossip in work groups. First, the chapter reviews the different motives for gossip in work groups (i.e., bonding, entertainment, emotional venting, information exchange, maintenance of group norms/social order, and interpersonal aggression) and links each motive to psychological theory. Second, the chapter reviews the different types of influence that gossip can have on various indicators of group effectiveness. Reflecting on the motives underlying gossip in work groups, as well as on its outcomes, it argues that future research should start integrating the diverse insights provided by earlier research on both gossip motives and outcomes, and it provides a number of suggestions for doing so.


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