49 results on '"Nicholas David Bowman"'
Search Results
2. The Common Player-Avatar Interaction Scale (cPAX): Expansion and Cross-Language Validation
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Joe A. Wasserman, Jamie Banks, Nicholas David Bowman, Daniel Pietschmann, and Jih-Hsuan Tammy Lin
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media_common.quotation_subject ,050801 communication & media studies ,050109 social psychology ,Human Factors and Ergonomics ,cPAX ,Education ,German ,0508 media and communications ,Comparative research ,0501 psychology and cognitive sciences ,media_common ,Avatar ,05 social sciences ,avatars ,ComputingMilieux_PERSONALCOMPUTING ,General Engineering ,Construct validity ,player-avatar interactions ,video games ,language.human_language ,Exploratory factor analysis ,Human-Computer Interaction ,Hardware and Architecture ,Scale (social sciences) ,Metric (mathematics) ,language ,scale translation ,Psychology ,opencomm ,player-avatar relationships ,Software ,Autonomy ,Cognitive psychology - Abstract
The connection between player and avatar is understood to be central to the experience and effects of massively multiplayer online (MMO) gaming experiences, and these connections emerge from the interplays of both social and ludic characteristics. The comprehensive social/ludic measure of this player-avatar interaction (PAX), however, features some dimensions with theoretical/operational gaps and limited reliability, and is available only in English (despite evidence of potential cultural variations in player-avatar relations). The present study aimed to a) enhance and refine the PAX metric, and b) translate and validate a common metric that bridges English, German, and traditional Chinese languages to facilitate future comparative research. Through exploratory factor analysis of data from MMO players in each of these language-based populations, an improved 15-item common Player Avatar Interaction (cPAX) scale is presented, with four dimensions: relational closeness, anthropomorphic autonomy, critical concern, and sense of control. The metric is shown to be reliable within and across populations, and construct validity tests show expected associations between scale dimensions and both player-avatar relationship types and senses of human-like relatedness.
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- 2022
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3. Character morality, enjoyment, and appreciation: a replication of Eden, Daalmans, and Johnson (2017)
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Jaime Banks, Nicholas David Bowman, Elizabeth L. Cohen, and Koji B. Yoshimura
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Social Psychology ,Communication ,media_common.quotation_subject ,05 social sciences ,Appeal ,050801 communication & media studies ,050109 social psychology ,Morality ,0508 media and communications ,Character (mathematics) ,Replication (statistics) ,0501 psychology and cognitive sciences ,Psychology ,Social psychology ,Applied Psychology ,Affective disposition ,media_common - Abstract
Affective disposition theory explains that the perceived morality of characters plays a critical role in the experience of enjoyment, but is challenged by the apparent appeal of morally ambiguous c...
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- 2021
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4. Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers
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Benny Liebold, Nicholas David Bowman, and Daniel Pietschmann
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Cultural Studies ,Natural mapping ,Communication ,media_common.quotation_subject ,Novelty ,Learning effect ,Pleasure ,Human–computer interaction ,Schema (psychology) ,Psychology (miscellaneous) ,Psychology ,Video game ,Applied Psychology ,media_common - Published
- 2020
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5. Once upon a game: Exploring video game nostalgia and its impact on well-being
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Tim Wulf, John A. Velez, Johannes Breuer, and Nicholas David Bowman
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Cultural Studies ,Subjective vitality ,Social connectedness ,Communication ,media_common.quotation_subject ,Need satisfaction ,Optimism ,Well-being ,Psychology (miscellaneous) ,Interpersonal interaction ,Psychology ,Video game ,Social psychology ,Applied Psychology ,media_common - Published
- 2020
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6. Contact isn't enough: attitudes towards and misunderstandings about undocumented immigrants among a diverse college population
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Nicholas David Bowman and Sarah C. Bishop
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Cultural Studies ,education.field_of_study ,Sociology and Political Science ,media_common.quotation_subject ,Undocumented immigration ,05 social sciences ,Immigration ,Population ,0507 social and economic geography ,Ignorance ,0506 political science ,Anthropology ,050602 political science & public administration ,Demographic economics ,Sociology ,education ,050703 geography ,Citizenship ,media_common - Abstract
Ample evidence exists of bipartisan positive attitudes towards undocumented immigrants receiving a path to citizenship, and of a lack of US residents’ knowledge about undocumented immigrati...
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- 2019
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7. Flow Encourages Task Focus, but Frustration Drives Task Switching
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Justin Robert Keene, Nicholas David Bowman, and Christina Jimenez Najera
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Task switching ,Focus (computing) ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Frustration ,020207 software engineering ,Cognition ,02 engineering and technology ,Boredom ,Task (project management) ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,0501 psychology and cognitive sciences ,medicine.symptom ,Psychology ,Video game ,050107 human factors ,Simple (philosophy) ,media_common ,Cognitive psychology - Abstract
The current study explores the relationship between perceived cognitive and physical demands of a simple video game, and the balance of reward and effort that results in flow states during gameplay. Cognitive demands and both exertion-based and controller-based physical demands were perceived as lowest in situations where reward was high and effort was low (boredom), moderate when reward and effort were balanced (flow), and highest when the reward was low and effort was high (frustration). Surprisingly, player response times to a secondary task showed the greatest improvement when playing the frustrating video game condition. We interpret this latter finding as evidence of an observed task-switching effect: players initially tried to master the game's over-challenging primary task before giving up and, instead, diverted attention toward a secondary in-game task that required less effort and thus, gave greater attentional rewards to the player. The implications of this cognitive offloading are discussed.
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- 2021
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8. A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C)
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Jih-Hsuan Tammy Lin, Chieh Wu, and Nicholas David Bowman
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business.industry ,media_common.quotation_subject ,Applied psychology ,ComputingMilieux_PERSONALCOMPUTING ,Construct validity ,Cognition ,Popularity ,Interactivity ,User experience design ,Scale (social sciences) ,Perception ,Psychology ,business ,Video game ,media_common - Abstract
Video games are engaging multimedia experiences that require players’ cognitive, emotional, physical (in terms of controllers and exertion), and social faculties. Recent theorizing has suggested that these dimensions of demand can explain processes by which players engage with and respond to gameplay. A relatively new measure—the five-factor, 26-item Video Game Demand Scale (VGDS)—has been tested for dimensionality and measurement validity with English- and German-speaking players, but not for other play populations. Given the popularity of video games among Chinese-speaking players, this brief report demonstrates a successful translation of VGDS into Traditional Chinese (VGDS-C). A sample of N = 863 Chinese speakers in Taiwan were asked to recall and describe a recent gaming experience before completing the VGDS-C along with other gaming-related measures (tests of construct validity). VGDS-C was shown to be a reliable and valid way of assessing players’ perceptions of the myriad demands of video gaming.
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- 2021
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9. An Agenda for Open Science in Communication
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Sabine Trepte, Neil A. Lewis, German Neubaum, Christopher J. Carpenter, Jaime Banks, Xiaohui Wang, Renwen Zhang, Frank M. Schneider, Stephan Winter, René Weber, Bree McEwan, James D. Ivory, Anna Sophie Kümpel, Tobias Dienlin, Brittany I. Davidson, Josephine Lukito, Emese Domahidi, Richard Huskey, Nicole C. Krämer, Nicholas David Bowman, Julian Unkel, Eike Mark Rinke, Johannes Breuer, Sven Engesser, Niklas Johannes, Sonja Utz, Tim Smits, Nuri Kim, Douglas A. Parry, Lindsey M. Bier, Andrea Stevenson Won, Benjamin K. Johnson, Jacob T. Fisher, Ivar Vermeulen, David A. Ellis, Philipp K. Masur, Claes H. de Vreese, Communication Science, Network Institute, Communication Choices, Content and Consequences (CCCC), and Communication
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Open science ,Linguistics and Language ,Registered Reports ,media_common.quotation_subject ,050801 communication & media studies ,050105 experimental psychology ,Language and Linguistics ,0508 media and communications ,Promotion (rank) ,Open Science ,Political science ,Replicability ,Openness to experience ,0501 psychology and cognitive sciences ,Generalizability theory ,Publication ,media_common ,Replication crisis ,business.industry ,Communication ,05 social sciences ,Preregistration ,Public relations ,Transparency (behavior) ,Reproducibility ,Communication and Media ,Psychologie ,ddc:320 ,business ,SDG 4 - Quality Education ,Qualitative research - Abstract
Contains fulltext : 226720.pdf (Publisher’s version ) (Open Access) In the last 10 years, many canonical findings in the social sciences appear unreliable. This so-called "replication crisis" has spurred calls for open science practices, which aim to increase the reproducibility, replicability, and generalizability of findings. Communication research is subject to many of the same challenges that have caused low replicability in other fields. As a result, we propose an agenda for adopting open science practices in Communication, which includes the following seven suggestions: (1) publish materials, data, and code; (2) preregister studies and submit registered reports; (3) conduct replications; (4) collaborate; (5) foster open science skills; (6) implement Transparency and Openness Promotion Guidelines; and (7) incentivize open science practices. Although in our agenda we focus mostly on quantitative research, we also reflect on open science practices relevant to qualitative research. We conclude by discussing potential objections and concerns associated with open science practices. 26 p.
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- 2021
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10. How Awe Affects Players’ Entertainment Experiences Over Six Weeks of Playing
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Daniel Possler, Christoph Klimmt, and Nicholas David Bowman
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Entertainment ,Feeling ,media_common.quotation_subject ,Perception ,Facilitator ,Meaning (existential) ,Psychology ,Eudaimonia ,Social psychology ,Anecdotal evidence ,Period (music) ,media_common - Abstract
Anecdotal evidence suggests that video games regularly inspire awe in players—an emotional response involving feelings of being ‘blown away’ or ‘amazed’. While game research has mostly overlooked awe, initial theoretical and empirical work just recently suggested that awe experiences substantially fuel players’ entertainment experiences. The present contribution aims to add to the deficient body of research. Specifically, it is examined whether awe is indeed a unique and reliable facilitator of both players’ enjoyment (i.e., hedonic entertainment experience) and their perception of deeper meaning and a sense of being moved (i.e., eudaimonic entertainment experience). We secondary analyzed a longitudinal study examining players’ experiences with the game Fallout 76 over a six-week period (N = 556). Results indicate that Fallout 76 reliably inspired awe in players and that the intensity of the emotion did not erode over the six-week period of the study. Furthermore, awe was found to exert a unique effect on players’ eudaimonic entertainment experience beyond well-studied gaming gratifications. However, no unique effect of awe on players’ enjoyment was found. Overall, the results suggest that awe does indeed make a unique and reliable contribution to players’ sense of entertainment.
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- 2021
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11. SOCIALITY AND MONETIZATION ON LIVE STREAMING PLATFORMS
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Nathan J Jackson, Mark R. Johnson, Will Partin, Nicholas David Bowman, and Jamie Woodcock
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Focus (computing) ,Monetization ,Computer science ,business.industry ,media_common.quotation_subject ,General Engineering ,World Wide Web ,Currency ,Conversation ,Social media ,The Internet ,Boasting ,business ,Sociality ,media_common - Abstract
This panel presents ongoing research into online “live streaming” platforms, which offer the live broadcast of individuals’ activities - primarily but not exclusively digital gameplay - over the internet to potentially massive worldwide audiences. The largest platform in this area (on which we focus) is Twitch.tv, already the 30th most-viewed website in the world, with comparable platforms boasting large viewing numbers in China, Korea, and Japan. Our first talk examines Twitch as the dominant leading live streaming platform, outlining its evolution and historical origins while unpacking some of the fundamental user-platform relationships manifested on the site. The second addresses itself to the sociality of live streaming, which unlike traditional video media formats enables a rapid live exchange of comments and conversation between live streaming producers and consumers. The third paper presents an overview and typology of monetization methods in live streaming, focusing in particular on the gamified and “gamblified” elements of making money through the practice, as well as how these practices have evolved through a three-way dialogue between viewers, “streamers”, and platforms. The fourth paper builds on this by examining the on-platform currency of Twitch, known as “Bits”, and how the platform captured donations from viewers through the implementation of this currency system. The fifth and final paper will then further develop these critical enquiries into monetization methods and platform dynamics by presenting a number of extremely contemporary developments in this area on Twitch, exploring new the routes for capital flow enabled by new platform infrastructures and technological systems.
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- 2020
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12. Country roads through 1s and 0s: Sense of place for and recollection of West Virginia following long-term engagement with Fallout 76
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Nicholas David Bowman, Jaime Banks, and Christine E. Rittenour
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Feeling ,Recall ,media_common.quotation_subject ,West virginia ,Sense of place ,Psychology ,Video game ,Social psychology ,media_common ,Term (time) - Abstract
Invoking Tuan’s cultural–geographic notion of sense of place (SoP), this study examined the potential for video game play to foster a sense of affective familiarity with (emotional connection) and abstract understanding of (place recollection) actual physical locations rendered in digital environments. A total of 556 players of Fallout 76 were asked about their SoP for and recollection of West Virginia (WV) 2 weeks prior to the game’s launch (T1), with follow-up questions 2 weeks (T2) and 2 months (T3) following the game’s launch. SoP scores were compared between WV natives and non-natives, with the expectation that natives would have greater SoP scores prior to gameplay. The expected T1 SoP gap was found, but this gap closed for all players at T2, with non-natives experiencing a significant increase in their SoP for WV on par with natives’ feelings of the same. For those no longer playing, T3 SoP scores returned to T1 (preplay) levels. Effects on place recollection (such as recalling location names) were similar but less pronounced. Although an early exploration into SoP and video games, these data have implications for SoP considerations in video game research and design.
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- 2020
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13. College instructors and the digital red pen: An exploratory study of factors influencing the adoption and non-adoption of digital written feedback technologies
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Brandi N. Frisby, Alexis A. Hadden, Cathlin V. Clark-Gordon, and Nicholas David Bowman
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General Computer Science ,business.industry ,media_common.quotation_subject ,Applied psychology ,Exploratory research ,Video feedback ,Sample (statistics) ,Usability ,Education ,Perception ,Duration (project management) ,Set (psychology) ,Psychology ,business ,media_common - Abstract
This exploratory study examined a diverse set of college instructors' (N = 215) perceptions regarding the pedagogical use of digital written feedback, via a mixed-methodological online survey. The majority of the sample were adopters of digital written feedback, providing eight strengths and six weaknesses for doing so, as well as additional insight on digital written feedback “diets” (i.e., amount, frequency, and duration). Adopters differed from non-adopters in their preferences for digital written feedback to email, handwritten, and video feedback. Adoption decisions were significantly predicted by instructors' perceived ease of use of the technology and by perceived benefits to students.
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- 2019
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14. Real-life closeness of social media contacts and depressive symptoms among university students
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Jaime E. Sidani, Kar-Hai Chu, Jennifer M. Knight, Ariel Shensa, César G. Escobar-Viera, Nicholas David Bowman, and Brian A. Primack
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Adult ,Male ,050103 clinical psychology ,Universities ,media_common.quotation_subject ,Closeness ,Friends ,050801 communication & media studies ,Logistic regression ,Odds ,Young Adult ,Interpersonal relationship ,0508 media and communications ,Surveys and Questionnaires ,Humans ,Medicine ,Interpersonal Relations ,0501 psychology and cognitive sciences ,Young adult ,Students ,Depressive symptoms ,Depression (differential diagnoses) ,media_common ,Depression ,business.industry ,05 social sciences ,Public Health, Environmental and Occupational Health ,Friendship ,Logistic Models ,Female ,business ,Social Media ,Demography - Abstract
To examine the association between degree of real-life closeness of social media (SM) contacts and depressive symptoms.Students ages 18-30 (N = 1124) were recruited in August 2016.Participants completed an online survey assessing SM use and depression. We used multivariable logistic regression to assess associations between real-life closeness of SM contacts and depressive symptoms.After controlling for covariates, each 10% increase in the proportion of SM friends with whom participants had no face-to-face relationship was associated with a 9% increase in odds of depressive symptoms (AOR = 1.09; 95% CI = 1.05-1.13). However, each 10% increase in the proportion of SM friends with whom participants had a close face-to-face relationship was associated with a 7% decrease in depressive symptoms (AOR = 0.93; 95% CI = 0.89-0.97).Having no in-person relationship with SM contacts is associated with increased depressive symptoms; however, having close in-person relationships with SM contacts is associated with decreased depressive symptoms.
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- 2018
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15. 'As good as your word': face-threat mitigation and the use of instructor nonverbal cues on students’ perceptions of digital feedback
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Jennifer M. Knight, Evan Watts, Jaime Banks, Nicholas David Bowman, and Cathlin V. Clark-Gordon
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Event (computing) ,Communication ,Multimethodology ,media_common.quotation_subject ,05 social sciences ,Applied psychology ,050301 education ,050801 communication & media studies ,Language and Linguistics ,Education ,Nonverbal communication ,0508 media and communications ,Perception ,Credibility ,Learning Management ,Computer-mediated communication ,Psychology ,0503 education ,Inclusion (education) ,media_common - Abstract
Research has established that students often consider the delivery of instructor feedback to be a face-threatening event. To minimize the potential negative effects of feedback, verbal and nonverbal face-threat mitigation (FTM) strategies are utilized by instructors. Advances in digital feedback systems, like online documents and learning management platforms, allow instructors to add nonverbal elements, such as profile pictures or emojis, to this feedback. Two mixed-method studies were employed to investigate the role of these nonverbal cues in digital feedback. Study 1 (N = 236) employed a 2 by 2 experiment (presence or absence of FTM tactics by presence or absence of instructor picture), showing that FTM strategies have substantial positive impact on feedback and instructor perceptions, and that the inclusion of instructor pictures with this feedback has no effect. Study 2 (N = 218) utilized a 2 by 2 experimental design (presence or absence of FTM tactics by presence or absence of matched-valen...
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- 2018
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16. Morality and Media Effects
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Robert Joel Lewis, Matthew Grizzard, Allison Eden, Ron Tamborini, Nicholas David Bowman, and Sujay Prabhu
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Media theory ,Media psychology ,business.industry ,media_common.quotation_subject ,Moral psychology ,Morality ,business ,Psychology ,media_common ,Mass media ,Epistemology - Published
- 2017
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17. Social and Entertainment Gratifications of Videogame Play Comparing Robot, AI, and Human Partners
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Nicholas David Bowman and Jaime Banks
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Social robot ,media_common.quotation_subject ,05 social sciences ,Closeness ,050801 communication & media studies ,Qualitative property ,Entertainment ,03 medical and health sciences ,0302 clinical medicine ,0508 media and communications ,Embodied cognition ,Robot ,Psychology ,Function (engineering) ,Social psychology ,Video game ,030217 neurology & neurosurgery ,media_common - Abstract
As social robots’ and AI agents’ roles are becoming more diverse, those machines increasingly function as sociable partners. This trend raises questions about whether social gaming gratifications known to emerge in human-human co-play may (not) also manifest in human-machine co-play. In the present study, we examined social outcomes of playing a videogame with a human partner as compared to an ostensible social robot or A.I (i.e., computer-controlled player) partner. Participants (N = 103) were randomly assigned to three experimental conditions in which they played a cooperative video game with either a human, embodied robot, or non-embodied AI. Results indicated that few statistically significant or meaningful differences existed between any of the partner types on perceived closeness with partner, relatedness need satisfaction, or entertainment outcomes. However, qualitative data suggested that human and robot partners were both seen as more sociable, while AI partners were seen as more functional.
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- 2019
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18. Bergen Facebook Addiction Scale
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Cathlin V. Clark-Gordon and Nicholas David Bowman
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Scale (ratio) ,Addiction ,media_common.quotation_subject ,Applied psychology ,Psychology ,media_common - Published
- 2019
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19. Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior
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Ian Andrew Johnston, C. Shawn Green, Hanna Klecka, and Nicholas David Bowman
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Aggression ,Addiction ,media_common.quotation_subject ,Field (Bourdieu) ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Variance (accounting) ,Human-Computer Interaction ,Prosocial behavior ,Situated ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,0501 psychology and cognitive sciences ,Cognitive skill ,medicine.symptom ,Psychology ,Video game ,050107 human factors ,Software ,media_common ,Cognitive psychology - Abstract
Over the past thirty years, research situated in many individual sub-domains of psychology has investigated the potential impact of video game play on behavior. Interestingly, although researchers in the various sub-fields are (presumably) versed in the results of the published research, there nonetheless remain significant individual differences in opinion across researchers regarding what exactly the given literatures “say.” Previous work has suggested that some individual difference factors, such as prior gaming experience, can account for some of this variance. The current study expands this work by examining several additional individual difference factors including field of study (e.g., whether one primarily studies links between video games and aggression, cognitive skill, or well-being) and video game knowledge. Both types of individual differences were associated with differences in belief regarding the state of the literature. In particular, video game knowledge was negatively associated with the belief that video games can lead to addiction and cause aggression and violence, and higher knowledge scores were positively associated with a belief that games can model prosocial behavior. Results are presented in a larger discussion of how researchers’ primary domains of knowledge influence the study of technology of effects, such as those from video game play.
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- 2021
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20. Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses
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Julia K. Woolley, Brett Sherrick, Mary Beth Oliver, Ryan Rogers, and Nicholas David Bowman
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Game mechanics ,Multimedia ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,050109 social psychology ,computer.software_genre ,Eudaimonia ,0508 media and communications ,Qualitative analysis ,Feeling ,0501 psychology and cognitive sciences ,Narrative ,Psychology ,Video game ,computer ,media_common ,Cognitive psychology - Abstract
Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition). Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters.
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- 2016
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21. The Quality of Video Games: Subjective Quality Assessments as Predictors of Self-Reported Presence in First-Person Shooter and Role-Playing Games
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Nicholas David Bowman, Daniel Schultheiss, and Christina Schumann
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Communication ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,050109 social psychology ,Focus group ,0508 media and communications ,Feeling ,Quota sampling ,0501 psychology and cognitive sciences ,Quality (business) ,Video game design ,Psychology ,Subjective quality ,Association (psychology) ,Social psychology ,media_common ,Qualitative research - Abstract
Based on the Theory of Subjective Quality Assessments, the present study examined players’ assessments of video game design features (qualities) as related to self-reported feelings of presence in role-playing games (RPG) and first-person shooters (FPS). An initial qualitative study with 8 focus groups (Study 1) was conducted to explore important game quality dimensions. Afterwards an online survey was designed to explore the association of those discrete dimensions with recollections of presence (Study 2). Using a quota sample of RPG and FPS gamers in Germany (N = 5,180), survey results show that recollections of presence were associated with positive quality assessments regarding a game’s environment, the player’s interaction with non-playable characters in that environment, and the environment’s.
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- 2016
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22. Through the Looking Glass (Self): The Impact of Wearable Technology on Perceptions of Face-to-Face Interaction
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Nicholas David Bowman, David Westerman, and Jaime Banks
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business.industry ,Communication ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,050801 communication & media studies ,050109 social psychology ,Social cue ,0508 media and communications ,Feeling ,Perception ,0501 psychology and cognitive sciences ,Social media ,Conversation ,Looking glass self ,business ,Psychology ,Face-to-face interaction ,Social psychology ,Wearable technology ,media_common - Abstract
Advancements in wearable technology have allowed for extradyadic social cues to be inserted directly (albeit conspicuously) into face-to-face interactions. The current study simulated a fictitious “Looking Glass” program that (a) autodetects (via facial recognition) one’s partner and (b) displays that person’s last 12 social media posts on a pair of Google Glass. In a randomized case/control experiment, nonwearers were more likely to perceive Glass wearers as physically attractive and socioemotionally close, while feeling lower self-esteem and having higher mental and physical demand with the conversation. Open-ended data suggested Glass wearers to be less attentive to the conversation, and Glass-present conversations were less on topic. These data, while preliminary and based on a small sample of users, hold implications for future application and research on cyborgic face-to-face interactions.
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- 2016
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23. Video games as meaningful entertainment experiences
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Ryan Rogers, Nicholas David Bowman, Mun-Young Chung, Mary Beth Oliver, Julia K. Woolley, and Brett Sherrick
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Cultural Studies ,Recall ,Communication ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,050109 social psychology ,Need satisfaction ,Pleasure ,Entertainment ,0508 media and communications ,Perception ,0501 psychology and cognitive sciences ,Psychology ,Social psychology ,ComputingMilieux_MISCELLANEOUS ,Applied Psychology ,Autonomy ,media_common - Abstract
We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N 512) were randomly assigned to 1 of 2 groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment was high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Further, enjoyment was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness.
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- 2016
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24. The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility
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Brian Klebig, Ron Tamborini, Lindsay Hahn, Eric Novotny, Sujay Prabhu, Nicholas David Bowman, and Clare Grall
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ComputingMilieux_THECOMPUTINGPROFESSION ,Sociology and Political Science ,Communication ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,050109 social psychology ,Morality ,Social cognitive theory of morality ,Instinct ,0508 media and communications ,Game design ,Moral agency ,0501 psychology and cognitive sciences ,Video game design ,Psychology ,Video game ,Social psychology ,ComputingMilieux_MISCELLANEOUS ,Moral disengagement ,media_common - Abstract
The model of intuitive morality and exemplars (MIME) highlights the central influence of innate moral instincts (or intuitions) in media use. Recent experimental research on the MIME found that moral intuitions that are chronically accessible in video gamers are likely to influence players to uphold related moral principles in the game. This study replicated and extended this research to examine the influence of both chronic and temporary accessibility of moral intuitions. Discussion focuses on the prospect that while chronic accessibility should be a better predictor of behavior in most cases, there are proximal in-game instances where environmental cues temporarily increase the accessibility of other moral intuitions. This suggests that (a) players do not necessarily disengage their morals during gameplay, and that moral intuitions influence their in-game decisions, and that (b) this influence is not fixed, but can be continuously modulated by game design features.
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- 2016
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25. Digital gaming audiences: Awareness, without closeness
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Kevin Koban, Evan Watts, and Nicholas David Bowman
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Potential impact ,Propinquity ,Recall ,business.industry ,media_common.quotation_subject ,05 social sciences ,Closeness ,Internet privacy ,020207 software engineering ,02 engineering and technology ,language.human_language ,Digital media ,Human-Computer Interaction ,German ,Feeling ,Asynchronous communication ,0202 electrical engineering, electronic engineering, information engineering ,language ,0501 psychology and cognitive sciences ,Psychology ,business ,050107 human factors ,Software ,media_common - Abstract
Game streaming is emerging as an increasingly popular form of social gaming even among non-professionals. As such, players have to adapt to the presence of a digital gaming audience consisting of people who are either synchronously or asynchronously participating in their performance and engaging with them remotely via digital media. While individuals’ experiences with physically collocated (non-digital) audiences is well-studied, it is still unclear whether digital audiences trigger similar socio-cognitive mechanisms or whether individuals process such audiences differently. The current research examined the potential impact of both synchronous and asynchronous digital gaming audiences on players’ feelings of closeness, as well as the social demand these audiences elicit, across both US and German players in two separate studies. The second study was designed as an exact replication of the first, as a robustness check. Results indicate that while players could recall details of the conversations, synchronous streaming had no impact on feelings of propinquity with, or social demand from, the audiences.
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- 2021
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26. R U with Some1? Using Text Message Experience Sampling to Examine Television Coviewing as a Moderator of Emotional Contagion Effects on Enjoyment
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Elizabeth L. Cohen, Nicholas David Bowman, and Alexander L. Lancaster
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Experience sampling method ,Ecological validity ,Communication ,media_common.quotation_subject ,05 social sciences ,Social environment ,050801 communication & media studies ,Emotional contagion ,Affect (psychology) ,Moderation ,0508 media and communications ,0502 economics and business ,Happiness ,050211 marketing ,Watch Television ,Psychology ,Social psychology ,media_common - Abstract
Viewers regularly watch television with others, but the role of coviewing is often overlooked in entertainment effects models. Further, the models are rarely investigated in natural settings, limiting their ecological validity. The current study used experience sampling via text message to examine college students’ daily coviewing behaviors. Momentary assessments were taken 3 times a day for 1 week. Respondents reported their happiness during viewing and the enjoyableness of their experiences. Consistent with emotional contagion theory, data suggest that increases in emotional intensity mediated the effect of emotional contagion on program enjoyment, but only among respondents who reported coviewing with someone else. These results provide preliminary evidence that social context is partially responsible for contagious transfer of affect during entertainment experiences.
- Published
- 2015
- Full Text
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27. Two faces of narcissism on SNS: The distinct effects of vulnerable and grandiose narcissism on SNS privacy control
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Hongmin Ahn, Nicholas David Bowman, and Elizabeth A. Kwolek
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Information privacy ,media_common.quotation_subject ,Self-esteem ,Human-Computer Interaction ,Arts and Humanities (miscellaneous) ,Narcissism ,medicine ,Personality ,Computer anxiety ,medicine.symptom ,Big Five personality traits ,Psychology ,Construct (philosophy) ,Social psychology ,General Psychology ,media_common - Abstract
We approach narcissism in two constructs - vulnerable and grandiose narcissism.Vulnerable narcissism has significant influence on SNS users' privacy control.Grandiose narcissism has no influence on SNS user's privacy control.Such distinct effects were found when controlling other personality predictors. This study suggests narcissism as an important psychological factor that predicts one's behavioral intention to control information privacy on SNS. Particularly, we approach narcissism as a two-dimensional construct-vulnerable and grandiose narcissism-to provide a better understanding of the role of narcissism in SNS usage. As one of the first studies to apply a two-dimensional approach to narcissism in computer-mediated communication, our results show that vulnerable narcissism has a significant positive effect on behavioral intention to control privacy on SNS, while grandiose narcissism has no effect. This effect was found when considering other personality traits, including self-esteem, computer anxiety, and concern for information privacy. The results indicate that unidimensional approaches to narcissism cannot solely predict SNS behaviors, and the construct of narcissism should be broken down into two orthogonal constructs.
- Published
- 2015
- Full Text
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28. Is the Link Between Games and Aggression More About the Player, Less About the Game?
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Christopher J. Ferguson, Rachel Kowert, and Nicholas David Bowman
- Subjects
Aggression ,media_common.quotation_subject ,05 social sciences ,Agency (philosophy) ,Frustration ,050801 communication & media studies ,050109 social psychology ,0508 media and communications ,medicine ,0501 psychology and cognitive sciences ,medicine.symptom ,Link (knot theory) ,Psychology ,Social psychology ,Self-determination theory ,Moral panic ,media_common - Published
- 2017
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29. The Morality of May 2, 2011: A Content Analysis of U.S. Headlines Regarding the Death of Osama bin Laden
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Robert Joel Lewis, Ron Tamborini, and Nicholas David Bowman
- Subjects
Salience (language) ,Communication ,media_common.quotation_subject ,Media studies ,Morality ,Bin ,Newspaper ,Content analysis ,Political philosophy ,Sociology ,Social science ,Public support ,Media content ,media_common - Abstract
Following the death of Osama bin Laden in the late hours of May 1, 2011, many print newspapers throughout the United States and the world ran front-page coverage of his death the following day. Although public support for bin Laden's death was largely consistent, newspaper headlines across the country varied in their presentation of the story, from “Got the Bastard!” to a more stoic “bin Laden dead.” Content analysis derived from the model of intuitive morality and exemplars (MIME) was applied to explain variance in headlines as a function of the dominant political philosophy found in different areas of the United States—philosophies rooted in moral salience structures. The MIME suggests a reciprocal relationship between basic motivations underlying moral judgment for distinct audiences and media content produced for those audiences. Consistent with predictions, findings suggest that newspapers in conservative-leaning regions presented the story as a patriotic “killing” (an emphasis on authority and loyal...
- Published
- 2014
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30. The Influence of Adolescents' Moral Salience on Actions and Entertainment Experience in Interactive Media
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Leyla Dogruel, Nicholas David Bowman, and Sven Joeckel
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Cultural Studies ,Salience (language) ,Communication ,media_common.quotation_subject ,Moral foundations theory ,Moral reasoning ,Morality ,Social cognitive theory of morality ,Developmental psychology ,Computer game ,Moral development ,Psychology ,Social psychology ,media_common ,Moral disengagement - Abstract
The current study examines the role of US and German adolescents' innate morality in influencing decisions in and subsequent enjoyment of an interactive media environment. Moving beyond models of moral reasoning, morality was assessed using Moral Foundations Theory allowing for an intuitionist perspective on morality. In an experimental design, adolescents aged 12 to 14 years from the United States (N = 91) and Germany (N = 94), played a modified computer game simulation where they were confronted with the decision to violate or uphold various aspects of morality. Data suggest that in the group of German adolescents moral salience leads to a decrease in decisions to commit moral violations, while in the group of US adolescents decisions to commit moral violations appeared to be random. Enjoyment was not influenced by moral module salience in either group.
- Published
- 2013
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31. Problematic social media use and depressive symptoms among U.S. young adults: A nationally-representative study
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César G. Escobar-Viera, Nicholas David Bowman, Brian A. Primack, Michael P. Marshal, Jaime E. Sidani, and Ariel Shensa
- Subjects
Adult ,Male ,medicine.medical_specialty ,Health (social science) ,Psychometrics ,media_common.quotation_subject ,Social media addiction ,Article ,03 medical and health sciences ,0302 clinical medicine ,History and Philosophy of Science ,Risk Factors ,Surveys and Questionnaires ,medicine ,Odds Ratio ,Humans ,Social media ,030212 general & internal medicine ,Young adult ,Psychiatry ,Association (psychology) ,Depression (differential diagnoses) ,Depressive symptoms ,media_common ,Psychiatric Status Rating Scales ,Depression ,Addiction ,United States ,030227 psychiatry ,Behavior, Addictive ,Female ,Psychology ,Social Media - Abstract
Depression is the leading cause of disability worldwide. The suggested association between social media use (SMU) and depression may be explained by the emerging maladaptive use pattern known as problematic social media use (PSMU), characterized by addictive components.We aimed to assess the association between PSMU and depressive symptoms-controlling for overall time and frequency of SMU-among a large sample of U.S. young adults.In October 2014, participants aged 19-32 (N = 1749) were randomly selected from a nationally-representative U.S. probability-based panel and subsequently invited to participate in an online survey. We assessed depressive symptoms using the validated Patient-Reported Outcomes Measurement Information System (PROMIS) brief depression scale. We measured PSMU using an adapted version of the Bergen Facebook Addiction Scale to encompass broader SMU. Using logistic regression models, we tested the association between PSMU and depressive symptoms, controlling for time and frequency of SMU as well as a comprehensive set of socio-demographic covariates.In the multivariable model, PSMU was significantly associated with a 9% increase in odds of depressive symptoms (AOR [adjusted odds ratio] = 1.09; 95% CI [confidence interval]: 1.05, 1.13; p 0.001.) Increased frequency of SMU was also significantly associated with increased depressive symptoms, whereas SMU time was not (AOR = 1.01; 95% CI: 1.00, 1.01; p = 0.001 and AOR = 1.00; 95% CI: 0.999-1.001; p = 0.43, respectively).PSMU was strongly and independently associated with increased depressive symptoms in this nationally-representative sample of young adults. PSMU largely explained the association between SMU and depressive symptom, suggesting that it may be how we use social media, not how much, that poses a risk. Intervention efforts aimed at reducing depressive symptoms, such as screenings for maladaptive SMU, may be most successful if they address addictive components and frequency-rather than time-of SMU.
- Published
- 2016
32. How demanding is social media: Understanding social media diets as a function of perceived costs and benefits – A rational actor perspective
- Author
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Christopher James Claus, David Westerman, and Nicholas David Bowman
- Subjects
Cost–benefit analysis ,media_common.quotation_subject ,Perspective (graphical) ,Exploratory research ,Cognition ,Task (project management) ,Human-Computer Interaction ,Arts and Humanities (miscellaneous) ,Social media ,Duration (project management) ,Psychology ,Function (engineering) ,Social psychology ,General Psychology ,media_common - Abstract
Using the rational actor perspective as a guiding frame, this exploratory study examined individuals' social media diet (i.e., amount, frequency, and duration of use) as a function of task load and expected goal attainment. Surveys were distributed (N=337) focusing on Twitter and Facebook usage for informational and relational purposes, respectfully. Increased task load - conceptualized as a cognitive cost - directly negatively influenced Twitter use but only indirectly influenced Facebook use as a function of perceived benefits. Across conditions, perceived self-efficacy was negatively associated with perceived task load and positively associated with goal attainment, and goal attainment was a significant correlate of increased social media usage. Interpreted, we see that a transparent technology such as Facebook has no cognitive costs associated with its use, while an opaque technology such as Twitter seems to have a salient cognitive cost element. Further, we found that older users of Facebook were more likely to judge the channel as more cognitively demanding and themselves as having lower self-efficacy in using it. Finally, results indicated that for both Facebook and Twitter, males perceived both channels as more cognitively demanding than females. Theoretical and practical explanations and applications for these findings are presented.
- Published
- 2012
- Full Text
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33. Gut or Game? The Influence of Moral Intuitions on Decisions in Video Games
- Author
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Leyla Dogruel, Sven Joeckel, and Nicholas David Bowman
- Subjects
ComputingMilieux_THECOMPUTINGPROFESSION ,Social Psychology ,Salience (language) ,Communication ,media_common.quotation_subject ,Moral foundations theory ,Morality ,Social cognitive theory of morality ,Entertainment ,Moral development ,Psychology ,Social psychology ,Video game ,ComputingMilieux_MISCELLANEOUS ,Applied Psychology ,Moral disengagement ,media_common - Abstract
Recent theorizing on the role of morality in media entertainment suggests morality serves as a guiding force in audience reactions to content. Using moral foundations theory as a base, research has found significant associations between moral salience and audience preferences for and responses to film and television varying in their presentations of morality. Our study extends this work by testing the same relationship in video games. Because a distinguishing factor between video games and traditional media is interactivity, our study focuses on how moral salience predicts decisions made in a video game. We find that increased moral salience led to a decreased probability of moral violations, while decreased moral salience led to an observed random (50%) distribution of violations. This finding was largely stable across different morality subcultures (German, United States) and age groups (adolescents and elderly), with deviations from this pattern explained by theory. We interpret this as evidence for a ...
- Published
- 2012
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34. Things we know about media and morality
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René Weber, Nicholas David Bowman, Richard Huskey, Robert Joel Lewis, Matthew Grizzard, Ron Tamborini, Nicholas L. Matthews, Joseph B. Walther, Allison Eden, and Lindsay Hahn
- Subjects
Social Psychology ,Communications Media ,media_common.quotation_subject ,05 social sciences ,Media studies ,MEDLINE ,050801 communication & media studies ,Experimental and Cognitive Psychology ,Morals ,Morality ,050105 experimental psychology ,Behavioral Neuroscience ,0508 media and communications ,Communications media ,0501 psychology and cognitive sciences ,Psychology ,media_common - Published
- 2018
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- View/download PDF
35. Game/Write
- Author
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Sandy Baldwin, John Jones, and Nicholas David Bowman
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Multimedia ,Computer science ,media_common.quotation_subject ,Factor (programming language) ,ComputingMilieux_COMPUTERSANDEDUCATION ,ComputingMilieux_PERSONALCOMPUTING ,computer.software_genre ,computer ,Literacy ,media_common ,computer.programming_language - Abstract
This chapter explores the potential correlation between college students' leisurely video game experience and their narrative composition writing ability in a first-semester university writing course. This exploratory survey data report moderate correlations between students' aggregated video game experience (years spent playing) and their ability to articulate tension and turn, and use proper organization in composition assignments, notably a diagnostic essay assigned on the first day of class, prior to formal instruction. Findings suggest that leisure gameplay might help develop competency with the same cognitive and creative skills related to written narrative ability by exposing players – in particular, adolescents – to elements of narrative through the gameplay process, facilitating the learning of these skills in the classroom. In conclusion, the authors suggest areas for future research on this topic.
- Published
- 2016
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36. The Rise (and Refinement) of Moral Panic*
- Author
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Nicholas David Bowman
- Subjects
Media psychology ,business.industry ,Mediation (Marxist theory and media studies) ,media_common.quotation_subject ,Panic ,Morality ,Epistemology ,Interactivity ,medicine ,medicine.symptom ,business ,Psychology ,Video game ,Mass media ,media_common ,Moral panic - Abstract
This chapter provides an overview of the dominant approaches to understanding the impact of mediation on media consumers. Before approaching the topic regarding video games however, it is important to plot the trajectory of how people have understood moral panics from the media. The first video game subjected to moral panic was the 1976 driving simulator Death Race. The chapter covers five main areas of thought: a definition of moral panic, early accounts of media fears, the rise of moral panics as a result of mass communication, the refinement of media effects as individual processing, interactivity as a key igniter of moral panic debate. The chapter also covers a contemporary view of media effects as the interaction of messages and the idiosyncratic ways they are processed. As a social science, the study of media psychology aims to untangle the complex relationship between humans and the evolving digital environment.
- Published
- 2015
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37. The Impact of Video Game Play on Human (and Orc) Creativity
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Nicholas David Bowman, Rachel Kowert, and Christopher J. Ferguson
- Subjects
Potential impact ,Product design ,Multimedia ,media_common.quotation_subject ,ComputingMilieux_PERSONALCOMPUTING ,Space (commercial competition) ,Creativity ,computer.software_genre ,Play activity ,Psychology ,Recreation ,computer ,Video game ,media_common - Abstract
The impact of video games on society has been debated for decades. In this chapter, we examine the potential impact of video games, both violent and nonviolent, on players’ creativity. We examine video games as a play activity that can foster creativity. We examine how the unique environment of video games makes them particularly well suited for fostering creativity and how examining darker material can create a safe space for examining the darker side of life creatively.
- Published
- 2015
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38. Predicting media appeal from instinctive moral values
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Matthew Grizzard, Robert Joel Lewis, Ron Tamborini, Nicholas David Bowman, Allison Eden, René Weber, Communication Science, Network Institute, Communication Choices, Content and Consequences (CCCC), and Centre for Advanced Media Research Amsterdam (CAMeRA)
- Subjects
Character (mathematics) ,Communication ,media_common.quotation_subject ,Loyalty ,Moral foundations theory ,Appeal ,Narrative ,Creating shared value ,Psychology ,Morality ,Ingroups and outgroups ,Social psychology ,media_common - Abstract
Zillmann's moral sanction theory defines morality subcultures for entertainment as groups of media viewers who evaluate character actions with shared value systems. However, the theory provides no a priori means to identify these shared value systems. The model of intuitive morality and exemplars incorporates a theoretical framework for identifying and testing the factors from which these shared value systems emerge. This study applies the model's framework, based on 5 "moral domains" from moral foundations theory, to test the influence of shared value systems on character perceptions and narrative appeal. A within-subject experiment varied violation of these five domains (care, fairness, ingroup loyalty, authority, and purity) and narrative resolutions (positive or negative outcomes) in 10 short narrative scenarios. The 5 domains predicted character perceptions and narrative appeal. The results are discussed in terms of the utility of these domains for understanding the reciprocal relationship between audience values and media response. © 2013 Copyright Mass Communication & Society Division of the Association for Education in Journalism and Mass Communication.
- Published
- 2013
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39. 'Violence Is a Many-Splintered Thing': The Importance of Realism, Justification, and Graphicness in Understanding Perceptions of and Preferences for Violent Films and Video Games
- Author
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René Weber, Paul Skalski, Allison Eden, Ron Tamborini, Nicholas David Bowman, Communication Science, Network Institute, and Communication Choices, Content and Consequences (CCCC)
- Subjects
Cultural Studies ,Visual Arts and Performing Arts ,Communication ,Perception ,media_common.quotation_subject ,Psychology ,Social psychology ,Realism ,media_common - Published
- 2013
- Full Text
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40. Morality Subcultures and Media Production: How Hollywood Minds the Morals of Its Audience
- Author
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Dana Mastro, Ron Tamborini, Marisa Enriquez, Sujay Prabhu, and Nicholas David Bowman
- Subjects
Hollywood ,Media production ,business.industry ,media_common.quotation_subject ,Political science ,Media studies ,Public relations ,Morality ,business ,media_common - Published
- 2012
- Full Text
- View/download PDF
41. A question of morality? The influence of moral salience and nationality on media preferences
- Author
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Leyla Dogruel, Nicholas David Bowman, and Sven Jöckel
- Subjects
Salience (language) ,Communication ,media_common.quotation_subject ,Moral reasoning ,Morality ,Comedy ,Arts and Humanities (miscellaneous) ,Moral development ,Nationality ,Sociology ,Social psychology ,Moral disengagement ,media_common ,Drama - Abstract
This study examines the potential role of morality subcultures in mediating the relationship between one’s nationality and the preferences for three movie (drama, action, horror) and three TV (comedy, news, sports) genres in a sample of US and German students (N = 453). Morality subcultures were derived from research on Moral Foundation Theory (MFT), which conceptualizes morality as being shaped by first intuitive processes and later moral reasoning. We proposed a dual mediation model with two latent domains of morality: individualizing foundations indicative of a more liberal perspective and binding foundations indicative of a more conservative outlook. Although direct effects of one’s nationality on media genre preference were found, moral salience of these two moral foundations partially mediated this relationship for the genres action, drama, news, and sports. These data support emerging research on the importance of using morality subcultures to understand the appeal of various forms of media entertainment.
- Published
- 2012
- Full Text
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42. Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair
- Author
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Robert Joel Lewis, Matthew Grizzard, Allison Eden, Nicholas David Bowman, Leonard Reinecke, Ron Tamborini, Communication Science, Network Institute, and Communication Choices, Content and Consequences (CCCC)
- Subjects
Linguistics and Language ,Mood ,False feedback ,Communication ,media_common.quotation_subject ,Need satisfaction ,Psychology ,Social psychology ,Competence (human resources) ,Language and Linguistics ,Autonomy ,Mood management theory ,media_common - Abstract
This study attempted to (a) extend traditional mood management theory research by investigating the influence of the intrinsic needs for competence and autonomy on selective exposure to video games and (b) test the influence of satisfying these needs on resultant mood repair. An experiment varied satisfaction of competence and autonomy needs using false feedback. Subjects then selected media that varied in level of user demand. Measures of need satisfaction were taken before and after media selection. Results demonstrated that (a) thwarted intrinsic needs significantly predict the choice of video games with different levels of user demand and (b) the satisfaction of these needs predicts enjoyment. Findings indicate that mood management can result from mood repair through need satisfaction. © 2012 International Communication Association.
- Published
- 2012
- Full Text
- View/download PDF
43. Elderly people and morality in virtual worlds
- Author
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Leyla Dogruel, Sven Joeckel, and Nicholas David Bowman
- Subjects
Sociology and Political Science ,Salience (language) ,ComputingMilieux_THECOMPUTINGPROFESSION ,Communication ,media_common.quotation_subject ,Moral foundations theory ,ComputingMilieux_LEGALASPECTSOFCOMPUTING ,Commit ,Morality ,Moral authority ,Social cognitive theory of morality ,Moral development ,Psychology ,Social psychology ,ComputingMilieux_MISCELLANEOUS ,Moral disengagement ,media_common - Abstract
This study examines elderly people’s innate moral foundations in influencing decisions, and their subsequent enjoyment in an interactive media environment. The Moral Foundation Questionnaire was used to distinguish between the moral intuitions of elderly US and German respondents, who were believed to have divergent yet stable moral codes that would be salient in a novel virtual world. In an experimental design, participants (N=116) were confronted with a computer simulation in which they could decide to violate or uphold each of five moral intuitions. Germans and Americans differed in their moral foundations, yet for both groups higher moral salience led to a decrease in decisions to commit moral violations in a virtual world. Results for enjoyment were mixed.
- Published
- 2012
- Full Text
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44. The influence of morality subcultures on the acceptance and appeal of violence
- Author
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Ron Tamborini, Allison Eden, Kenneth A. Lachlan, Matthew Grizzard, Nicholas David Bowman, Communication Science, Network Institute, and Communication Choices, Content and Consequences (CCCC)
- Subjects
Linguistics and Language ,SDG 5 - Gender Equality ,Aggression ,Communication ,media_common.quotation_subject ,Moral foundations theory ,Appeal ,Disposition ,Morality ,Language and Linguistics ,Religiosity ,International communication ,medicine ,Trait ,medicine.symptom ,Psychology ,Social psychology ,media_common - Abstract
Two studies examined how disposition theory-based morality subcultures predict the acceptance and appeal of violence. Study 1 used groups formed by median splits of individual difference variables (religiosity, aggression, and sex) thought to be trait correlates of morality subcultures in three 2 × 2 × 2 designs varying trait, perpetrator disposition (positive, negative), and motive (justified, unjustified) to predict the acceptance of violence in story resolutions for a scenario. Study 2 extended this design using domain-specific dimensions of morality from moral foundations theory (MFT) to predict perceptions of violent content and its appeal. The results suggest that morality subcultures predict response to violent drama and that dimensions of morality based on MFT offer a framework for defining morality subcultures. © 2012 International Communication Association.
- Published
- 2012
- Full Text
- View/download PDF
45. Media enjoyment as need satisfaction: The contribution of hedonic and non-hedonic needs
- Author
-
Robert Joel Lewis, Matthew Grizzard, Allison Eden, Nicholas David Bowman, Leonard Reinecke, Ron Tamborini, Communication Science, Network Institute, Communication Choices, Content and Consequences (CCCC), and Centre for Advanced Media Research Amsterdam (CAMeRA)
- Subjects
Linguistics and Language ,business.industry ,Communication ,media_common.quotation_subject ,Language and Linguistics ,Pleasure ,International communication ,Hedonism ,Psychology ,business ,Video game ,Recreation ,Competence (human resources) ,Social psychology ,Autonomy ,media_common ,Mass media - Abstract
Most early research on entertainment defines media enjoyment in functional terms as the satisfaction of hedonic needs. Two studies demonstrate the value of including nonhedonic and hedonic need satisfaction in defining enjoyment. Both studies find support for a need-satisfaction model showing that hedonic (arousal and affect) and nonhedonic (competence and autonomy) need satisfaction account for unique variance in enjoyment experienced during video game play. Study 2 extends the findings of Study 1 to account for noninteractive media entertainment enjoyment. Results show hedonic and nonhedonic need satisfaction to be distinct but complementary components of media enjoyment. Discussion focuses on the advantage of a needs-based approach for understanding positive valuations of media and offers a new perspective on the enjoyment-appreciation distinction. © 2011 International Communication Association.
- Published
- 2011
- Full Text
- View/download PDF
46. Defining media enjoyment as the satisfaction of intrinsic needs
- Author
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Ron Tamborini, Allison Eden, Nicholas David Bowman, Matthew Grizzard, Ashley Organ, Communication Science, Network Institute, and Communication Choices, Content and Consequences (CCCC)
- Subjects
Linguistics and Language ,Conceptualization ,Communication ,media_common.quotation_subject ,Language and Linguistics ,Pleasure ,Psychological well-being ,Deci ,Well-being ,Psychology ,Video game ,Social psychology ,Competence (human resources) ,Autonomy ,media_common - Abstract
This article presents a model of enjoyment rooted in self-determination theory (Deci & Ryan, 1985) that includes the satisfaction of three needs related to psychological wellbeing: autonomy, competence, and relatedness. In an experiment designed to validate this conceptualization of enjoyment, we manipulate video game characteristics related to the satisfaction of these needs and examine their relative effects on enjoyment. The validated model explains 51% of the variance in enjoyment, even without including needs usually studied in relation to enjoyment such as pleasure seeking. Results indicate the utility of defining enjoyment as need satisfaction. These results are discussed in terms of a broader conceptualization of enjoyment represented as the satisfaction of a comprehensive set of functional needs.
- Published
- 2010
- Full Text
- View/download PDF
47. Gender attribution in online video games
- Author
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Erin K. Maloney, Nicholas David Bowman, Allison Eden, Communication Science, Network Institute, and Communication Choices, Content and Consequences (CCCC)
- Subjects
ComputingMilieux_THECOMPUTINGPROFESSION ,Social Psychology ,Communication ,media_common.quotation_subject ,ComputingMilieux_PERSONALCOMPUTING ,Poison control ,Entertainment ,Masculinity ,Perception ,Psychology ,Attribution ,Social psychology ,Video game ,Applied Psychology ,Anecdotal evidence ,media_common ,Avatar - Abstract
Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill and the relationship between genre and perceptions of player masculinity are also identified. These findings are an important first step in understanding the perception of others in online entertainment environments.
- Published
- 2010
- Full Text
- View/download PDF
48. The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research
- Author
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Daniel Possler, Nicholas David Bowman, Elisa D. Mekler, Rowan Daneels, University of Antwerp, Texas Tech University, Hanover University of Music, Drama, and Media, Prof. Mekler Elisa, Department of Computer Science, Aalto-yliopisto, and Aalto University
- Subjects
media_common.quotation_subject ,Communication studies ,digital games ,050801 communication & media studies ,Eudaimonia ,ddc:070 ,Pleasure ,Entertainment ,0508 media and communications ,Interactive, electronic Media ,appreciation ,emotional challenge ,emotionally moved ,eudaimonia ,meaningfulness ,media entertainment ,self-reflection ,social connectedness ,0501 psychology and cognitive sciences ,050107 human factors ,interaktive, elektronische Medien ,media_common ,News media, journalism, publishing ,Cognitive science ,Media psychology ,Communication ,05 social sciences ,Communication. Mass media ,ComputingMilieux_PERSONALCOMPUTING ,P87-96 ,Variety (cybernetics) ,Scholarship ,Mass communications ,Publizistische Medien, Journalismus,Verlagswesen ,Psychology ,Intrapersonal communication - Abstract
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure towards platforms capable of and effective at instigating more serious, emotional, and intrapersonal experiences. Along with this evolution, games research has also started to consider more deeply affective and cognitive reactions that resemble the broad notion of eudaimonia, with work already being done in communication studies and media psychology as well as in human– computer interaction. These studies offer a large variety of concepts to describe such eudaimonic reactions—including eudaimonia, meaningfulness, appreciation, and self-transcendence—which are frequently used as synonyms as they rep- resent aspects not captured by the traditional hedonic focus on enjoyment. However, these concepts are potentially con- fusing to work with as they might represent phenomenological distinct experiences. In this scoping review, we survey 82 publications to identify different concepts used in digital gaming research torepresent eudaimonia and map out how these concepts relate to each other. The results of this scoping review revealed four broad conceptual patterns: (1) appreciation as an overarching (yet imprecise) eudaimonic outcome of playing digital games; (2) covariation among meaningful, emo- tionally moving/challenging, and self-reflective experiences; (3) the unique potential of digital games to afford eudaimonic social connectedness; and (4) other eudaimonia-related concepts (e.g., nostalgia, well-being, elevation). This review pro- vides a conceptual map of the current research landscape on eudaimonic game entertainment experiences and outlines recommendations for future scholarship, including how a focus on digital games contributes to a more comprehensive understanding of eudaimonic media experiences broadly.
49. Facebook intensity measure
- Author
-
Nicholas David Bowman and Cathlin V. Clark-Gordon
- Subjects
Social network ,business.industry ,media_common.quotation_subject ,Jealousy ,Context (language use) ,Login ,Scale (social sciences) ,Happiness ,Social media ,Psychology ,business ,Social psychology ,media_common ,Social capital - Abstract
The Facebook Intensity Measure was developed by N. B. Ellison, C. Steinfield, and C. Lampe as a scale that measures how individuals use Facebook and how emotionally connected to the platform they feel. Facebook intensity has been studied in the contexts of social capital and students’ transition to college, college student trust and political participation, and jealousy and happiness in romantic relationships. Ellison et al. found the measure to be reliable, and subsequent use of the scale has found it to be most reliable when used in the original context of Facebook, and less reliable with other platforms in other contexts, such as Twitter. Facebook’s user base is aging, and those older demographics might conceptualize Facebook intensity differently than college-aged participants–for example, they might have different expectations of how many friends one should and could have in a social network, or how often one can log in to a social media platform.
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