{"title":"媒体话语与对游戏监管问题的认知","authors":"C. Jung","doi":"10.1080/10714421.2019.1581046","DOIUrl":null,"url":null,"abstract":"ABSTRACT This study examines how the issue of game regulation has been discussed and influenced public perception by exploring ideologically differing media outlets’ distinct uses of frames by analyzing news contents (N = 1,217) and public opinion survey of the national sample of Korean gamers (N = 1,362), who play games currently. The analyses include the influence of media on attitudes toward game regulation, perception of games, and frame adoption, based on the results of news content analysis. The study found that (a) mainstream media was ambivalent about game issues and tended to define gaming and gamers in sensationalistic ways; (b) while the dynamics of media effects on public attitudes toward game regulation are complex, exposure to game-related news content significantly impacted public attitudes; mass media that highlight the negative aspects of games have strong impacts on public perception toward games, which may ultimately affect attitudes toward game regulation.","PeriodicalId":46140,"journal":{"name":"COMMUNICATION REVIEW","volume":"22 1","pages":"139 - 161"},"PeriodicalIF":1.8000,"publicationDate":"2019-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/10714421.2019.1581046","citationCount":"2","resultStr":"{\"title\":\"Media discourse and perception of game regulatory issues\",\"authors\":\"C. Jung\",\"doi\":\"10.1080/10714421.2019.1581046\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT This study examines how the issue of game regulation has been discussed and influenced public perception by exploring ideologically differing media outlets’ distinct uses of frames by analyzing news contents (N = 1,217) and public opinion survey of the national sample of Korean gamers (N = 1,362), who play games currently. The analyses include the influence of media on attitudes toward game regulation, perception of games, and frame adoption, based on the results of news content analysis. The study found that (a) mainstream media was ambivalent about game issues and tended to define gaming and gamers in sensationalistic ways; (b) while the dynamics of media effects on public attitudes toward game regulation are complex, exposure to game-related news content significantly impacted public attitudes; mass media that highlight the negative aspects of games have strong impacts on public perception toward games, which may ultimately affect attitudes toward game regulation.\",\"PeriodicalId\":46140,\"journal\":{\"name\":\"COMMUNICATION REVIEW\",\"volume\":\"22 1\",\"pages\":\"139 - 161\"},\"PeriodicalIF\":1.8000,\"publicationDate\":\"2019-02-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1080/10714421.2019.1581046\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"COMMUNICATION REVIEW\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/10714421.2019.1581046\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"COMMUNICATION REVIEW","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/10714421.2019.1581046","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMMUNICATION","Score":null,"Total":0}
Media discourse and perception of game regulatory issues
ABSTRACT This study examines how the issue of game regulation has been discussed and influenced public perception by exploring ideologically differing media outlets’ distinct uses of frames by analyzing news contents (N = 1,217) and public opinion survey of the national sample of Korean gamers (N = 1,362), who play games currently. The analyses include the influence of media on attitudes toward game regulation, perception of games, and frame adoption, based on the results of news content analysis. The study found that (a) mainstream media was ambivalent about game issues and tended to define gaming and gamers in sensationalistic ways; (b) while the dynamics of media effects on public attitudes toward game regulation are complex, exposure to game-related news content significantly impacted public attitudes; mass media that highlight the negative aspects of games have strong impacts on public perception toward games, which may ultimately affect attitudes toward game regulation.