Virtual Cultivation: Online Worlds, Offline Perceptions
By Dmitri Williams. 2006
194 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/18a849732205c92b98d4e1d0c7fca1845e14d035
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Jeremy N. Bailenson
- Jesse Fox
- Rabindra (robby) Ratan
- Nicole Martins
- Kristen Harrison
- Matthew S. Eastin
- Dmitri Williams
- James D. Ivory
In Social Psychology
- Jesse Fox
- Jeremy N. Bailenson
- Nicole Martins
- Kristen Harrison
- Alex R. Piquero
- Matthew S. Eastin
- Dmitri Williams
- James D. Ivory
In Sociology and Political Science
- Jesse Fox
- Jeremy N. Bailenson
- Matthew S. Eastin
- Kevin T. Wolff
- Mia Consalvo
- Rabindra (robby) Ratan
- Nicole Martins
- Alex R. Piquero
Citations in the corpus
- Investigating the Effects of Media Consumption on Attitudes Toward Police Legitimacy (2018, background): “…the effects of television content and its consequences (e.g., fear of victimization), scholars recognize that the arguments embedded in the cultivation framework can be applicable to other types of media beyond television (Morgan, Shanahan, and Signorielli 2014; Roche et al. 2016; Williams 2006).”
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment (2009, background): “Because of this interactivity and enhanced realism, it is possible that these images will have more potent effects on users' beliefs, attitudes, and behaviors away from the screen (Anderson and Dill 2000; Sundar 2007; Williams 2006).”
- The virtual census: representations of gender, race and age in video games (2009, background): “Many have suggested that games function as crucial gatekeepers to interest in technology, which translates into education and careers in mathematics and science-related fields (Lin and Lepper, 1987; Williams, 2006a).”
- Television's Role in the Culture of Violence Toward Women: A Study of Television Viewing and the Cultivation of Rape Myth Acceptance in the United States (2011, background): “Researchers have found evidence of cultivation effects in this medium (van Mierlo & van den Bulck, 2004; Williams, 2006), and some have posited that the interactivity now found in games (the potential for audience members to relate to characters by ethnicity, gender, etc.) will produce stronger…”
- A Content Analysis of Female Body Imagery in Video Games (2009, background): “As logical as this seems on the surface, these approaches have generated mixed outcomes (see Williams 2006a for further discussion).”
- The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007, background): “This general use of the term video games to apply to a number of formats is common in popular parlance as well as recent research on the effects of video games (e.g., Schneider et al., 2004; Tamborini et al., 2004; Williams, 2006; Williams & Skoric, 2005).”