scholarly journals Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values

2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Enrico Gandolfi ◽  
Francesca Antonacci

Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This article’s aim is to go beyond the simplistic difference between negative outcomes and their absence by suggesting the concept of “meaningful violence.” For exploring possible instances of such a phenomenon, a content analysis (Gee, 2012) of online materials (online comments, user-generated content) from leading gaming media environments (Reddit, YouTube) was directed targeting the popular video game Overwatch. The theoretical framework adopted drawn its cornerstones from Educational Sciences, Philosophy, and Media Studies, spanning key concepts such as “symbolic imaginary” (Durand, 1999, Wunenburger, 1995) and phenomenological-hermeneutic analysis (Gadamer, 2004). Results point to an alternative overview of gaming violence, which puts in-game aggressiveness and sacrifice in a new light beyond counter-posed viewpoints. Implications are noteworthy for both researchers and practitioners, who can harness positive and proactive processes behind apparently negative attitudes and superficial measurements of explicit content and disruptive actions.

2009 ◽  
Vol 130 (1) ◽  
pp. 50-52
Author(s):  
Sal Humphreys

This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classification and participant rights.


Author(s):  
Hannah Danner ◽  
Gerhard Hagerer ◽  
Florian Kasischke ◽  
Georg Groh

Consumers increasingly share their opinions about products in social media.However, the analysis of this user-generated content is limited either to small,in-depth qualitative analyses or to larger but often more superficial analysesbased on word frequencies. Using the example of online comments aboutorganic food, we suggest a three-step methodological approach of how latestdeep neural networks can scale up the insights of qualitative analyses. First, aqualitative content analysis defines a class system of opinions. Second, a pre-trained neural network, the Universal Sentence Encoder, uses this class systemto automatically classify the same data by finding similar opinions. Third, theautomatic classification results are evaluated based on several criteria. Wefind coherent results of qualitative and automated classification proving theability of Universal Sentence Encoder to classify text. After this validation,Universal Sentence Enconder can be used to classify larger data sets onorganic food. The suggested approach allows to scale up sample size whilemaintaining the detail of class systems provided by qualitative contentanalyses. The approach can be applied to different domains and supportconsumer and public opinion researchers as well as marketing practicionersin further uncovering the potential of insights from user-generated content.


Author(s):  
Bárbara Castillo-Abdul ◽  
Daniela Jaramillo-Dent ◽  
Luis M. Romero-Rodríguez

The current media environment is complex and has important effects on all aspects of life, including beauty and health. In this sense, YouTube has become one of the main contexts for the dissemination of tutorials and content related to medical procedures such as the application of Botox. Thus, the present study constitutes the first exploratory analysis of YouTube videos in Spanish related to this procedure. A preliminary analysis of 221 YouTube videos yielded a final sample of the 50 most viewed videos within this genre. The analysis was carried out through a quantitative content analysis assessing the popularity of the videos, contact and emotive strategies by the creator, the credibility conveyed, and the characteristics of information about the procedure itself. Results suggest that these influencers align with mainstream Internet celebrity culture in practices that aim at increasing their following and views, as well as calls for subscriptions and visits to other platforms and profiles. Moreover, they include different strategies to establish their credibility but emphasize personal experience. The positive portrayal of the procedure, including positive emotions and content that highlights the benefits, is interesting and supports the commercial nature of much of the content.


2005 ◽  
Vol 33 (2) ◽  
pp. 154-169 ◽  
Author(s):  
Tammy L. Lewis ◽  
Craig R. Humphrey

Using content analysis, this research examines the impact of the first 25 years of environmental sociology research on current introductory sociology textbooks. The investigators searched the texts for 40 key concepts in environmental sociology and for the inclusion of works by 20 award-winning environmental sociologists. On average, the texts cited 7 of the 40 key concepts. Eliminating multiple citations to a page, the total number of pages cited averaged just under three percent per book. On average, the texts cite four works by influential environmental sociologists. The texts, however, omitted some of the most central, unique concepts in the field. The texts typically treated environmental issues as social problems rather than as the by-products of institutionalized behaviors or practices. There tends to be a positive relationship between the sales of a text and the discussion of the environment.


2017 ◽  
Vol 35 (23-24) ◽  
pp. 5607-5623 ◽  
Author(s):  
Dawn Bounds ◽  
Kathleen R. Delaney ◽  
Wrenetha Julion ◽  
Susan Breitenstein

It is estimated that annually 100,000 to 300,000 youth are at risk for sex trafficking; a commercial sex act induced by force, fraud, or coercion, or any such act where the person induced to perform such an act is younger than 18 years of age. Increasingly, such transactions are occurring online via Internet-based sites that serve the commercial sex industry. Commercial sex transactions involving trafficking are illegal; thus, Internet discussions between those involved must be veiled. Even so, transactions around sex trafficking do occur. Within these transactions are innuendos that provide one avenue for detecting potential activity. The purpose of this study is to identify linguistic indicators of potential commercial sexual exploitation within the online comments of men posted on an Internet site. Six hundred sixty-six posts from five Midwest cities and 363 unique members were analyzed via content analysis. Three main indicators were found: the presence of youth or desire for youthfulness, presence of pimps, and awareness of vulnerability. These findings begin a much-needed dialogue on uncovering online risks of commercial sexual exploitation and support the need for further research on Internet indicators of sex trafficking.


1986 ◽  
Vol 31 (5) ◽  
pp. 431-433 ◽  
Author(s):  
M. Matas ◽  
N. El-Guebaly ◽  
D. Harper ◽  
M. Green ◽  
A. Peterkin

The public image of psychiatry has been tarnished in recent years. In order to determine the extent to which press coverage has contributed to negative attitudes towards psychiatry, we conducted a content analysis of a random selection of newspaper articles which appeared over a twenty-year period in two different newspapers. We found that although there had been some minor, cosmetic changes over the years, such as more appropriate headlines and more direct quotes from psychiatric experts, on the whole, content and attitudes had changed very little. An accuracy check of media reporting of forensic cases over a 20-year period revealed that when reporters have access to written material, the accuracy levels are greatly improved.


Author(s):  
Amanda C. Cote

In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.


2021 ◽  
pp. 23-40
Author(s):  
Ang Liu ◽  
Yuchen Wang ◽  
Xingzhi Wang

Author(s):  
Lies van Roessel ◽  
Jan Švelch

Despite a growing academic interest in in-game monetization, much less attention has been paid to the production context of microtransactions. With this chapter, we aim to address this gap by focusing on the roles and responsibilities related to video game monetization. We answer the titular question of this chapter using a mixed methods approach, combining semi-structured interviews, content analysis of job descriptions, and frequency analysis of in-game credits. Results suggest that monetization responsibilities are both being integrated into various existing roles, including game designers or product managers, but also spawn new dedicated roles of monetization specialists. Monetization as a game development task is closely related to data analysis and only inconsistently appears in in-game credits.


Author(s):  
Oluwafolafunmi Omoladun Afolabi ◽  
Tolulope Kayode-Adedeji ◽  
Evaristus Adesina ◽  
Babatunde Adeyeye ◽  
Suleimanu Usaini ◽  
...  

The migration of people in large numbers from Syria, Iraq, Afghanistan, Somalia, and South Sudan, to receiving countries such as South Korea, America, Canada, Russia, and Germany among others remains a challenge because of its attendant violence and conflicts. This study, using descriptive content analysis, examined the comments of Channels Television's YouTube channel commenters, as it relates to migration stories reported online. A total number of 30 YouTube videos on migration were selected based on their recency. Comments under the YouTube videos from January 2018 until April 2019, were examined using descriptive analysis to extract themes from these comments. The theories adopted for this study were the Framing and Priming theories. The analysis of public comments was to understand public discussions on migration and observe future implication of this discourse on inter-national relationships. Results revealed a possible future cultural divide among nations affected by migration if necessary actions are taken globally. The authors fear that such outcome could further promote disunity across nations and deprive individuals of their search for the greener pastures. The prevalent perceptions of the audience on the issue of migration which are advanced by these online comments can lure audience who read these comments but not involved in the discussions to believe and act it out.


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