Popular Video Games: Quantifying the Presentation of Violence and Its Context
By Stacy L. Smith, Kenneth A. Lachlan, Ron Tamborini. 2003
268 citations recorded by the source corpus.
Subfields: Gender Studies, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/b500ec4276928309bd8cc0af99e9377976984d4a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Gender Studies
- Jochen Peter
- Patti M. Valkenburg
- B. Brown
- A. Summers
- Monica K. Miller
- Karen E. Dill
- Stephen R. Burgess
- Melinda C. R. Burgess
In Social Psychology
- Patti M. Valkenburg
- Jochen Peter
- Tilo Hartmann
- Erhan Toz
- Marvin Brandon
- James D. Ivory
- Jessica E. Tompkins
- Niki Fritz
In Sociology and Political Science
- Patti M. Valkenburg
- Jochen Peter
- B. Brown
- Peter Vorderer
- Jeroen S. Lemmens
- A. Summers
- Monica K. Miller
- Karen E. Dill
Citations in the corpus
- Virtual Violence: Gender and Aggression in Video Game Advertisements (2004, background): “Smith, Lachlan, and Tamborini (2003) performed a content analysis of the 20 most popular games of 1999 identified by sales figures for the Sony Playstation, Sega DreamCast, and Nintendo 64 console systems.”
- Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010, background): “Justification of violence is also a typical feature of many violent video games ( Smith, Lachlan, & Tamborini, 2003 ).”
- Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006, background): “Other content of interest, such as specific occurrences of violent acts measured by Smith, Lachlan, and Tamborini (2003), would also elude a researcher using reviews as an information source.”
- Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines (2007, background): “Prior research analyzing content of games has examined a few minutes of 20–55 games (e.g., Beasley and Collins Standley 2002; Dietz 1998; Thompson and Haninger 2001; Smith et al. 2003).”
- It’s okay to shoot a character: Moral disengagement in violent video games (2010, background): “…42 43 Journal of Communication 59 (2009) 865–890 © 2009 International Communication Association 869 Moral Disengagement T. Hartmann & P. Vorderer and Smith, Lachlan, and Tamborini (2003) revealed that the typical narrative in violent games is ‘‘a human perpetrator engaging in repeated acts of…”
- Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016, background): “We also coded characters as violently portrayed ( α = .88) if they engaged in threats of physical force or use of such force against an animate being or group of beings (Smith, Lachlan, & Tamborini, 2003).”
- Development and Validation of a Game Addiction Scale for Adolescents (2008, background): “Likewise, loneliness has been found to be one of the strongest predictors of game addiction among online gamers (Parsons, 2005; Seay & Kraut, 2007).”
- How Violent Video Games Communicate Violence: A Literature Review and Content Analysis of Moral Disengagement Factors (2014, methodology): “For example, previous studies found that violence in video games is often portrayed as a justified and rewarded behavior with limited serious consequences (e.g., Heintz-Knowles et al., 2001; Smith et al., 2003).”
- The virtual census: representations of gender, race and age in video games (2009, background): “…interest to communication researchers: violence (Dietz, 1998; Heintz-Knowles et al., 2001; Schierbeck and Carstens, 2000; Shibuya et al., 2004; Smith et al., 2003; Thompson and Haninger, 2001; Thompson et al., 2006), and gender and sexuality (Braun and Giroux, 1989; Dietz, 1998; Downs and…”