{"title":"Content Analysis of Digital Games: From Cultivation Theory Perspective","authors":"Jihyon Lim, Akira Baba","doi":"10.1109/SOSE.2016.28","DOIUrl":null,"url":null,"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.","PeriodicalId":153118,"journal":{"name":"2016 IEEE Symposium on Service-Oriented System Engineering (SOSE)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE Symposium on Service-Oriented System Engineering (SOSE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SOSE.2016.28","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.