17 results on '"Ruth Festl"'
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2. Editorial: Media literacy as intergenerational project: skills, norms, and mediation
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Claudia Riesmeyer, Thorsten Naab, Anne-Linda Camerini, Ruth Festl, and Christine Dallmann
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LC8-6691 ,editorial ,Mediation ,Media literacy ,General Medicine ,Sociology ,Special aspects of education ,Social psychology - Abstract
The extensive research literature on media literacy is reflected by diverse theoretical conceptions, assumptions, and conclusions. Nevertheless, the considerations of numerous scholars in this «patchwork of ideas» (Potter 2010, 676) revolve around the importance of critical thinking and the interplay of different generations in the acquisition of media literacy.Many scholars argue that critical thinking is a key qualification for the reflection of possible risks and a media use oriented towards opportunities. The ability to use media critically is directly linked to democratic-theoretical considerations, where information (Buckingham 2007), knowledge (Potter 2010), and analytical skills (Koltay 2011) are defined as components of media literacy. Information and knowledge are necessary for gaining access to media offerings, to analyze and evaluate them, and to create own media content (e.g., a profile on social networking sites like Instagram; Livingstone and Helsper 2010). Definitions of media literacy are usually based on the ability to access media and on media knowledge as expertise. These skills are considered fundamental for a reflective and (self-)critical use of media (self-competence), and to pass one’s own knowledge and abilities to others (social competence). However, previous research (e.g., Livingstone 2014) has also shown that deficits in media literacy lie less in knowledge, but rather in subsequent actions and thus in the transformation of knowledge into action. Knowledge does not automatically lead to a critical use of media or to a change in behavior (Martens 2010; Riesmeyer, Pfaff-Rüdiger and Kümpel 2012; 2016). It is, therefore, not enough to only focus on knowledge, but respective actions must be considered as well when investigating media literacy and its mediation.
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- 2019
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3. Role of mothers’ and fathers’ Internet parenting for family climate
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Gabriela Gniewosz and Ruth Festl
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Internet use ,Sociology and Political Science ,Social Psychology ,business.industry ,Communication ,education ,05 social sciences ,050109 social psychology ,050105 experimental psychology ,Developmental psychology ,Developmental and Educational Psychology ,0501 psychology and cognitive sciences ,Relevance (information retrieval) ,The Internet ,Association (psychology) ,Psychology ,business ,Nuclear family - Abstract
Within today’s families, there is a growing relevance of children’s Internet use as an important and conflictual educational issue, especially during early and middle adolescence. The family climate can be seen as a sensor on how well families handle such Internet-related conflicts. We extended prior research by investigating the role Internet parenting plays for the perceived family climate of 952 nuclear families using a multiactor design. Moreover, we examined whether families’ educational background moderates the expected association between Internet parenting and family climate. The results confirmed that mothers and fathers with higher parenting confidence more often co-used the Internet with their child, which was found to positively influence the family climate. With regard to the education background, we found that the parental co-use of the Internet was a significant mediator, especially for middle- and lower educated fathers. Overall, the findings underline the relevance of parent–child shared Internet activities as a positive resource of family life.
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- 2018
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4. A Longitudinal Analysis of Gaming- and Non-Gaming-Related Friendships and Social Support among Social Online Game Players
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Rachel Kowert, Thorsten Quandt, Johannes Breuer, Ruth Festl, and Emese Domahidi
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Social computing ,Social Psychology ,Online participation ,Communication ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,050109 social psychology ,Online video ,Displacement (psychology) ,Affect (psychology) ,Game play ,Social support ,0508 media and communications ,0501 psychology and cognitive sciences ,Psychology ,Empirical evidence ,Social psychology ,Applied Psychology - Abstract
Research examining online games often focuses on their potential to negatively impact players. One of the most common concerns is that playing online with others can displace offline relationships and, consequently, detrimentally affect one’s level of “offline” social support. However, there has been little empirical evidence supporting these causal claims. The current study addresses this by outlining a longitudinal analysis between gaming- and non-gaming-related friendships and social support among a representative sample of social online players (i.e., people who play online video games with others). The results indicate that social online video game play with online or offline friends is not related to perceived social support, positively or negatively, cross-sectionally or longitudinally. Taken together, these results dispute the long-held claims of the social displacement hypothesis and instead suggest that social online video game play does not have negative real-world consequences on playe...
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- 2016
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5. Perpetrators on the internet: Analyzing individual and structural explanation factors of cyberbullying in school context
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Ruth Festl
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business.industry ,05 social sciences ,Control (management) ,050109 social psychology ,Sample (statistics) ,Cognition ,language.human_language ,Human-Computer Interaction ,German ,Arts and Humanities (miscellaneous) ,If and only if ,language ,0501 psychology and cognitive sciences ,The Internet ,Computer-mediated communication ,Psychology ,business ,Social network analysis ,Social psychology ,General Psychology ,050104 developmental & child psychology - Abstract
Although research on cyberbullying has grown rapidly in the last years, holistic explanation approaches are still rare. In a first step, the present study discusses a theoretically derived, integrative model explaining a cyberbullies behavior referring to individual and structural influencing factors. This model was empirically tested among a sample of 1428 German high school pupils within a two-wave panel survey. Additionally, it was investigated whether the explanation patterns vary depending on the particular audience reached by the cyberbullying behavior. The results showed that technical resources enhanced the perpetration mediated via higher levels of perceived behavioral control. In contrast, social resources and norms also directly favored the perpetration of cyberbullying, however, only if this was witnessed by a certain audience. It is assumed that there is a group of cyberbullies who use the behavior as an instrumental strategy in order to reach socially motivated goals. The perpetration of cyberbullying can be considered a very stable behavior.The influence of technical resources is completely mediated via cognitive processes.Socially more and less preferred pupils are likely to become cyberbullies.Non-public forms are mainly explained by individual parts and traditional bullying.Cyberbullying in front of an audience is more strongly guided by social indicators.
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- 2016
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6. Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes
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Rachel Kowert, Johannes Breuer, Ruth Festl, and Thorsten Quandt
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Male ,Longitudinal study ,Cultivation Theory ,Poison control ,Einstellung ,ddc:150 ,Misrepresentation ,Psychology ,Longitudinal Studies ,Applied Psychology ,Sozialwissenschaften, Soziologie ,Communication ,Age Factors ,Jugendlicher ,longitudinal study ,Human factors and ergonomics ,General Medicine ,CATI ,Bundesrepublik Deutschland ,Sexismus ,Computer Science Applications ,Aggression ,soziale Wirklichkeit ,Cultivation theory ,ddc:300 ,young adult ,Female ,medicine.symptom ,Sozialpsychologie ,computer game ,Social psychology ,Adult ,Adolescent ,Social Psychology ,Sexism ,Computerspiel ,Federal Republic of Germany ,Wirkungsanalyse ,Affect (psychology) ,Young Adult ,influenceability ,medicine ,Humans ,Messung ,sexual harassment ,Social sciences, sociology, anthropology ,Video game ,computer-assisted telephone interview ,junger Erwachsener ,social reality ,gender role ,Längsschnittuntersuchung ,Human-Computer Interaction ,Frauen- und Geschlechterforschung ,Beeinflussbarkeit ,Attitude ,Video Games ,Psychologie ,adolescent ,attitude ,Perception ,Women's Studies, Feminist Studies, Gender Studies ,sexism ,measurement ,impact analysis ,Geschlechtsrolle ,sexuelle Belästigung - Abstract
From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.
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- 2015
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7. Psychosocial causes and consequences of online video game play
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Rachel Kowert, Thorsten Quandt, Jens Vogelgesang, and Ruth Festl
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medicine.medical_specialty ,Compensation (psychology) ,Public health ,05 social sciences ,050801 communication & media studies ,050109 social psychology ,Online video ,Displacement (psychology) ,Game play ,Popularity ,Human-Computer Interaction ,Social compensation ,0508 media and communications ,Arts and Humanities (miscellaneous) ,medicine ,0501 psychology and cognitive sciences ,Psychology ,Social psychology ,Psychosocial ,General Psychology - Abstract
The psychosocial causes and consequences of online video game play were evaluated.Over a 1- and 2-year period, evidence for social compensation processes were found.Among young adults, online games appear to be socially compensating spaces.No significant displacement or compensation patterns were found for adolescents.No significant displacement or compensation patterns were found for older adults. Due to its worldwide popularity, researchers have grown concerned as to whether or not engagement within online video gaming environments poses a threat to public health. Previous research has uncovered inverse relationships between frequency of play and a range of psychosocial outcomes, however, a reliance on cross-sectional research designs and opportunity sampling of only the most involved players has limited the broader understanding of these relationships. Enlisting a large representative sample and a longitudinal design, the current study examined these relationships and the mechanisms that underlie them to determine if poorer psychosocial outcomes are a cause (i.e., pre-existing psychosocial difficulties motivate play) or a consequence (i.e., poorer outcomes are driven by use) of online video game engagement. The results dispute previous claims that online game play has negative effects on the psychosocial well-being of its users and instead indicate that individuals play online games to compensate for pre-existing social difficulties.
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- 2015
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8. Beyond the 'core-gamer': Genre preferences and gratifications in computer games
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Thorsten Quandt, Michael Scharkow, Jens Vogelgesang, and Ruth Festl
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Casual ,ComputingMilieux_PERSONALCOMPUTING ,Entertainment industry ,Witness ,Human-Computer Interaction ,Arts and Humanities (miscellaneous) ,Action (philosophy) ,Relevance (law) ,Survey data collection ,Mainstream ,Narrative ,Psychology ,Social psychology ,General Psychology - Abstract
We examine the relationship between gaming gratifications and genre preferences.We develop and test a valid measure of gaming gratifications.Game mechanics and narration are the most important gaming gratifications.Players are more motivated by ego-centered gratifications than by social gratifications.The core genres roleplaying and action games are best predicted by gratifications. Computer games can be regarded as mainstream media and one of the driving forces in today's entertainment industry. With the recent changes in the field, we also witness an expansion in genres and user groups. A seemingly basic question gains new relevance in light of the growing diversification: Why do people turn to various types of computer games? In this study, we examine the relationship between gaming gratifications and genre preferences on the basis of a multivariate model deduced from previous research. We applied this model to survey data from a representative sample of 4500 gamers. We found that, apart from socio-demographics, individual and content-related gratifications are relevant predictors for genre preferences, especially for "core-gamer" genres such as roleplaying or action and shooter games. Beyond the "core-gamer", there is large group of (older) casual players who prefer puzzle and simulation games and seek fewer and different gratifications from computer gaming.
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- 2015
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9. The Individual or the Group: A Multilevel Analysis of Cyberbullying in School Classes
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Ruth Festl, Michael Scharkow, and Thorsten Quandt
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Linguistics and Language ,Class (computer programming) ,business.industry ,Communication ,Multilevel model ,Context (language use) ,language.human_language ,German ,Anthropology ,Developmental and Educational Psychology ,language ,The Internet ,Computer-mediated communication ,Psychology ,business ,Social network analysis ,Social psychology ,Social influence - Abstract
In this study, we focus on the relevance of social influence to explain cyberbullying experiences among German high school students. Social influence is discussed in the context of computer-mediated communication. To obtain individual and sociostructural data, we conducted a survey study among German high school students (N = 4,282). Using multilevel modeling, we found that the attributes of the school class only contributed to the risk of being involved in cyberbullying to a small extent. Still, procyberbullying norms in class did enhance the risk of perpetration and victimization for students, even more so than their individual beliefs. Previous experiences with bullying and intensive, unrestricted use of the Internet were the strongest individual predictors of cyberbullying involvement.
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- 2014
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10. Longitudinal patterns of problematic computer game use among adolescents and adults-a 2-year panel study
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Michael Scharkow, Ruth Festl, and Thorsten Quandt
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Salience (language) ,Addiction ,media_common.quotation_subject ,Medicine (miscellaneous) ,Life satisfaction ,Confidence interval ,030227 psychiatry ,Computer game ,03 medical and health sciences ,Psychiatry and Mental health ,0302 clinical medicine ,Respondent ,Young adult ,Psychology ,Psychosocial ,Social psychology ,030217 neurology & neurosurgery ,Demography ,media_common - Abstract
Aims To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups.Design Three-wave, annual panel study using computer-assisted telephone surveys. Setting Germany. Participants A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19–39 years and 427 adults aged 40 years and older (overall n = 902). Measurements Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves. Findings The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups. Conclusions Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers’ lives.
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- 2014
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11. Peer Influence, Internet use and Cyberbullying: A Comparison of Different Context Effects among German Adolescents
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Thorsten Quandt, Michael Scharkow, and Ruth Festl
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Cultural Studies ,Class (computer programming) ,Internet use ,business.industry ,Context effect ,Communication ,Context (language use) ,language.human_language ,Digital media ,German ,language ,Peer influence ,business ,Psychology ,Social network analysis ,Social psychology - Abstract
The influence of social reference groups such as family members, classmates and friends on adolescents' attitudes and behavior has been acknowledged in research for many decades. With the increasing use of online media, cyberbullying has become a major issue in adolescence research. In this paper, we compare various forms of peer influence on cyberbullying behavior among high school students in Germany. Specifically, the impact of close friends and more distant peers in the school class on perpetrator and victim roles is compared. The results indicate that the class context is highly relevant for cyberbullying. For both processes—perpetration and victimization—the number of cyberbullies within a school class plays an important role in predicting individual behavior. Looking at individual risk factors, the results show that cyberbullying is strongly related to the use of social networking sites, and the risk of victimization increases with the time spent online.
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- 2013
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12. The Role of Online Communication in Long-Term Cyberbullying Involvement Among Girls and Boys
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Ruth Festl and Thorsten Quandt
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Male ,Social Psychology ,Adolescent ,Poison control ,050801 communication & media studies ,Suicide prevention ,Occupational safety and health ,Education ,Digital media ,0508 media and communications ,Risk-Taking ,Sex Factors ,Injury prevention ,Developmental and Educational Psychology ,Humans ,0501 psychology and cognitive sciences ,Crime Victims ,Internet ,business.industry ,Communication ,05 social sciences ,Perspective (graphical) ,Human factors and ergonomics ,Bullying ,Health psychology ,Female ,Psychology ,business ,Social psychology ,Social Sciences (miscellaneous) ,Cell Phone ,050104 developmental & child psychology - Abstract
Digital media, especially mobile communication technologies, enable adolescents to explore and experiment with each other with only limited adult control. Conflicts between peers can be easily staged since nearly everybody can be reached at any time under the radar of authorities. Therefore, involvement in conflicts and bullying might depend on how adolescents use and behave online. In the present study, we provide a comprehensive picture of the role aspects of online communication play in long-term involvement in cyberbullying. We focused on a gender-specific perspective, as girls and boys were found to differ not only according to their online communication but also in their cyberbullying involvement. Using a two-wave panel survey of 1817 adolescents between 13 and 17 years (56 % female), we found that girls’ cyberbullying involvement (perpetration and victimization) could be traced back to more intensive online social activities and a higher amount of online contact with strangers. In contrast, for boys, only higher exposure to antisocial media content predicted higher levels of victimization over time. The findings indicate that certain patterns of online communication increase the cyberbullying risk over time. However, it needs to be noted that these risk factors vary between girls and boys.
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- 2016
13. Social Relations and Cyberbullying: The Influence of Individual and Structural Attributes on Victimization and Perpetration via the Internet
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Ruth Festl and Thorsten Quandt
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Linguistics and Language ,business.industry ,Communication ,media_common.quotation_subject ,Human factors and ergonomics ,Poison control ,Social relation ,Empirical research ,Anthropology ,Developmental and Educational Psychology ,Personality ,The Internet ,Computer-mediated communication ,business ,Psychology ,Social psychology ,Social status ,media_common - Abstract
Current research indicates that an alarming number of students are affected by cyberbullying. However, most of the empirical research has focused on psychological explanations of the phenomenon. In an explorative survey study based on the reconstruction of 2 complete school networks (N[subscript P] = 408), we expand the explanation strategies of cyberbullying to higher levels of social abstraction. Using statistical and structural analysis, and visual inspection of network environments, we compare explanations on individual and structural levels. In line with previous research, the findings support traditional explanations via sociodemographic and personality factors. However, the findings also reveal network positioning to be a comparably strong predictor for cyberbullying. Therefore, we argue that without taking structural factors into account, individual explanations will remain insufficient. Language: en
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- 2012
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14. To dwell among gamers - Investigating the relationship between social online game use and gaming-related friendships
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Emese Domahidi, Thorsten Quandt, and Ruth Festl
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Online and offline ,Social computing ,Online participation ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,050109 social psychology ,Context (language use) ,Social relation ,Human-Computer Interaction ,Friendship ,0508 media and communications ,Arts and Humanities (miscellaneous) ,0501 psychology and cognitive sciences ,Psychology ,Everyday life ,Social psychology ,General Psychology ,media_common ,Social capital - Abstract
Social online games are a mass phenomenon and, for most of the users, a social activity. Even though there are numerous studies on social online games they do not explicitly investigate the offline contacts of the gamers, which play a significant role for their social embeddedness. Regarding the online gaming-related contacts possible strong ties such as friendship relationships are often neglected. Additionally modality switching between the two spheres is not further investigated. In this paper, we strive to extend the research on the interrelation of social game use and the social embeddedness of social online gamers, as well as modality switching between the online and offline context. In doing so we provide new insights into the emergence and quality of gaming-related relationships. We collected information on everyday life as well as on gaming-related friendships from a representative sample of 2213 gamers and 287 non-gamers in Germany. Our results show that social online gamers do not differ significantly from other gamers or non-gamers regarding the number of their good friends. However, we found a significant impact of social online gaming frequency on the probability of meeting exclusively online friends. Different social motives played an important role for modality switching processes. Players with a pronounced motive to gain social capital and to play in a team had the highest probability to transform their social relations from online to offline context. We found that social online gamers are well integrated and use the game to spend time with old friends—and to recruit new ones. Our results suggest that gaming-related ties might be very useful: especially modality switching between the two spheres might lead to strong ties and accordingly to additional bonding social capital.
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- 2014
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15. Social gaming, lonely life? The impact of digital game play on adolescents' social circles
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Rachel Kowert, Thorsten Quandt, Emese Domahidi, and Ruth Festl
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Social computing ,media_common.quotation_subject ,05 social sciences ,Socialization ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,Displacement (psychology) ,Human-Computer Interaction ,0508 media and communications ,Arts and Humanities (miscellaneous) ,Social skills ,0501 psychology and cognitive sciences ,Quality (business) ,Social competence ,Psychology ,Social circle ,Video game ,Social psychology ,General Psychology ,050104 developmental & child psychology ,media_common - Abstract
The impact of video game play on adolescent social circles were evaluated.The results provide support for the emergence of social displacement effects.Social online play corresponds with smaller, lower quality, offline social circles.Social offline play does not relate to offline social circle size or quality. In recent years, there have been rising concerns about the impact of online video game play on users' socialization, particularly among adolescent players. The current study addresses one of these concerns and evaluates the potential impact of social displacement on the size and quality of users' social circles due to video game play. Using a representative sample of adolescent players, the results provide support for the emergence of social displacement effects. Increased social online video game play, but not social offline video game play, was found to correspond with smaller, and lower quality, offline social circles. However, further research is needed to assess the impact of these declines on everyday socialization, such its potential negative influence on the development and maintenance of social skills.
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- 2014
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16. Unpopular, overweight, and socially inept: Reconsidering the stereotype of online gamers
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Rachel Kowert, Ruth Festl, and Thorsten Quandt
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Adult ,Male ,Adolescent ,Social Psychology ,media_common.quotation_subject ,Population ,Poison control ,Stereotype ,Suicide prevention ,Young Adult ,Activities of Daily Living ,Humans ,education ,Video game ,Applied Psychology ,Aged ,media_common ,Stereotyping ,education.field_of_study ,business.industry ,Data Collection ,Communication ,Human factors and ergonomics ,General Medicine ,Middle Aged ,Overweight ,Computer Science Applications ,Human-Computer Interaction ,Social Isolation ,Video Games ,Telephone interview ,Female ,The Internet ,Psychology ,business ,Social psychology - Abstract
Online gaming has become an activity associated with a highly specific, caricatured, and often negative image. This "stereotype" has permeated the collective consciousness, as online gamers have become common caricatures in popular media. A lack of comprehensive demographic inquiries into the online gaming population has made it difficult to dispute these stereotypical characteristics and led to rising concerns about the validity of these stereotypes. The current study aims to clarify the basis of these negative characterizations, and determine whether online video game players display the social, physical, and psychological shortcomings stereotypically attributed them. Sampling and recruiting was conducted using a two-stage approach. First, a representative sample of 50,000 individuals aged 14 and older who were asked about their gaming behavior in an omnibus telephone survey. From this sample, 4,500 video game players were called for a second telephone interview, from which the current data were collected. Only those participants who completed all of the questions relating to video game play were retained for the current analysis (n=2,550). Between- and within-group analyses were enlisted to uncover differences between online, offline, and nongame playing communities across varying degrees of involvement. The results indicate that the stereotype of online gamers is not fully supported empirically. However, a majority of the stereotypical attributes was found to hold a stronger relationship with more involved online players than video game players as a whole, indicating an empirical foundation for the unique stereotypes that have emerged for this particular subgroup of video game players.
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- 2014
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17. Aggression and Preference for First-Person Shooter and Action Games: Data From a Large-Scale Survey of German Gamers Aged 14 and Above
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Thorsten Quandt, Johannes Breuer, and Ruth Festl
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media_common.quotation_subject ,Computerspiel ,Federal Republic of Germany ,Anger ,Verhalten ,ddc:070 ,German ,Social support ,Erwachsener ,violence ,Interactive, electronic Media ,5. Gender equality ,ddc:150 ,Entwicklungspsychologie ,medicine ,Psychology ,10. No inequality ,Association (psychology) ,Video game ,interaktive, elektronische Medien ,media_common ,News media, journalism, publishing ,Gewalt ,junger Erwachsener ,Aggression ,behavior ,Communication ,adult ,Socialization ,aggression ,Jugendlicher ,language.human_language ,Preference ,Bundesrepublik Deutschland ,Psychologie ,adolescent ,Developmental Psychology ,language ,young adult ,Publizistische Medien, Journalismus,Verlagswesen ,medicine.symptom ,computer game ,Social psychology - Abstract
Cross-sectional studies on video game violence and aggression have yielded contradictory results. Parts of this inconclusiveness can be attributed to the limitation to particular age groups. The present study investigated the relationship between preference for action and first-person shooter (FPS) games and aggression for the groups of adolescents (14–18), younger (19–39), and older adults (40+) in a sample of German gamers (N = 4,500). The strength of the association differed between age groups. Even after controlling for gender, education, social support, self-efficacy, and overall video game use, we found a significant relationship between preference for action and FPS games and physical aggression that was strongest for the adolescents. We found no such association for anger and verbal aggression. The results indicate that potential selection or socialization effects are likely to differ with age and that research on video games and aggression can benefit from the inclusion of more heterogeneous samples.
- Published
- 2014
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