ORCID: https://orcid.org/0000-0001-7184-4057 und Haas, Alexander
(November 2016):
Framing gaming. The effects of media frames on perceptions of game(r)s.
In: Games and Culture, Vol. 11, No. 7-8: pp. 720-744
[PDF, 442kB]
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 |
|---|---|
| Keywords: | framing; third-person perceptions; video games; quantitative experiment |
| Faculties: | Social Sciences > Department of Communications and Media (IfKW) |
| 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: | 06. Mar 2026 12:43 |

