Content Analysis of Digital Games: From Cultivation Theory Perspective

Jihyon Lim, Akira Baba
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Abstract

Because digital games are interactive media, it is expected that digital games have various effects on players. In this paper, the previous studies on digital game effects are reviewed based on Cultivation Theory. Cultivation Theory is often used in television studies and to use it in digital game studies, the need for content analysis and improvement of measurement is addressed as problems. Content analyses of digital games are discussed concerning the problems addressed. Finally, the study conducts a content analysis to look at the positive contents that are often overlooked in previous studies. Cultivation Theory in digital game studies in comparison with television studies is discussed. This study suggests that more content analyses are needed to have an in-depth discussion on associating Cultivation Theory to digital game effects.
基于培养理论的数字游戏内容分析
因为数字游戏是互动媒体,所以可以预期数字游戏会对玩家产生不同的影响。本文以培养理论为基础,对以往关于数字游戏效应的研究进行了综述。培养理论常用于电视研究,将其应用于数字游戏研究中,需要解决的问题是内容分析和测量的改进。对数字游戏的内容分析进行了探讨。最后,本研究进行了内容分析,着眼于以往研究中经常被忽视的积极内容。通过与电视研究的比较,探讨了数字游戏研究中的培养理论。这一研究表明,将培养理论与数字游戏效应联系起来需要更多的内容分析来深入探讨。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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