
Abstract
This study investigates the effects of media frames on attitudes toward video games, perceptions of their users, and consequences. Prior research has shown that gaming is a controversial issue, with media coverage focusing on either risks or opportunities. To examine the effects of these portrayals, the present study used a 2 × 2 experimental design and exposed participants (N = 360) to a news article that framed gaming in terms of risk or opportunity on the journalistic level and on the level of a corresponding expert statement. By examining the perceived negative effects of games, this study extends previous research by combining framing and third-person research. Results showed that framing gaming indeed had an effect on participants’ attitudes. This framing effect was moderated by individual video game use. Despite identifying a traditional third-person perception regarding negative video game effects, we found framing to have no significant influence on third-person perceptions.
Item Type: | Journal article |
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Keywords: | framing; third-person perceptions; video games; quantitative experiment |
Faculties: | Social Sciences > Communication |
Subjects: | 300 Social sciences > 300 Social sciences, sociology and anthropology 700 Arts and recreation > 790 Sports, games and entertainment |
URN: | urn:nbn:de:bvb:19-epub-42695-4 |
Alliance/National Licence: | This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively. |
Language: | English |
Item ID: | 42695 |
Date Deposited: | 20. Mar 2018, 14:40 |
Last Modified: | 04. Nov 2020, 13:18 |