What Are the Morals of Video Game Stories? A Content Analysis of the Most Popular Video Games.
A content analysis of moral content in the most popular video game franchises with stories between 1996 and 2021 was conducted. The results of the study revealed that there were, on average, 19 moral themes per 3-hour gameplay, and more acts followed basic moral principles. Binding morals (with grou...
| Publicado en: | Journal of Broadcasting & Electronic Media Vol. 67; no. 4; pp. 553 - 574 |
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| Autores principales: | , , |
| Formato: | Artículo |
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Broadcast Education Association
Oct2023
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=172758414&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 172758414 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 08838151 JBE jtl: Journal of Broadcasting & Electronic Media issn: 08838151 maglogo: N pubinfo: dt: Oct2023 vid: 67 iid: 4 pid: 86 pub: Broadcast Education Association artinfo: ui: 172758414 10.1080/08838151.2023.2226280 ppf: 553 ppct: 21 formats: tig: atl: What Are the Morals of Video Game Stories? A Content Analysis of the Most Popular Video Games. aug: au: Klimenko, Marina A. Kapadia, Kevin Andre, Gaillot Jr affil: Psychology Department, University of Florida, Gainesville, USA University of Southern California, Gainesville, USA Family Development and Youth Sciences, University of Florida su: Video games Ethics Storytelling Loyalty Narration Computer programming sug: subj: Video games Ethics Storytelling Loyalty Computer systems design and related services (except video game design and development) Custom Computer Programming Services Other Computer Related Services Home entertainment equipment merchant wholesalers Doll, Toy, and Game Manufacturing Video game publishers Video game design and development services Narration Computer programming ab: A content analysis of moral content in the most popular video game franchises with stories between 1996 and 2021 was conducted. The results of the study revealed that there were, on average, 19 moral themes per 3-hour gameplay, and more acts followed basic moral principles. Binding morals (with group loyalty) was the most frequently depicted moral domain; individualizing immoral acts received more negative evaluations. Most moral and immoral acts received no consequences. There was a significant increase in all moral domains from 1996 to 2021. The significance of the findings, as well as limitations and future directions, are discussed pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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