How we see electronic games

Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as gam...

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Main Authors: Andrew K. Przybylski, Netta Weinstein
Format: Article
Language:English
Published: PeerJ Inc. 2016-04-01
Series:PeerJ
Subjects:
Online Access:https://peerj.com/articles/1931.pdf
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spelling doaj-484bdeed7f6a4c058b5843b9af18616c2020-11-24T22:24:05ZengPeerJ Inc.PeerJ2167-83592016-04-014e193110.7717/peerj.1931How we see electronic gamesAndrew K. Przybylski0Netta Weinstein1Oxford Internet Institute, University of Oxford, Oxford, United KingdomSchool of Psychology, Cardiff University, Cardiff, United KingdomTheories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.https://peerj.com/articles/1931.pdfElectronic gamesExposure-attitude hypothesisMedia effectsMere exposure effect
collection DOAJ
language English
format Article
sources DOAJ
author Andrew K. Przybylski
Netta Weinstein
spellingShingle Andrew K. Przybylski
Netta Weinstein
How we see electronic games
PeerJ
Electronic games
Exposure-attitude hypothesis
Media effects
Mere exposure effect
author_facet Andrew K. Przybylski
Netta Weinstein
author_sort Andrew K. Przybylski
title How we see electronic games
title_short How we see electronic games
title_full How we see electronic games
title_fullStr How we see electronic games
title_full_unstemmed How we see electronic games
title_sort how we see electronic games
publisher PeerJ Inc.
series PeerJ
issn 2167-8359
publishDate 2016-04-01
description Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.
topic Electronic games
Exposure-attitude hypothesis
Media effects
Mere exposure effect
url https://peerj.com/articles/1931.pdf
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