I attended the Games Studies’ business meeting, there was one item I should have brought up: livestreaming the sessions to the public. However, we will need to gauge the level of interest for such livestreaming from academics and the public at large. I will find it wasteful if there are very few people who will watch it. There’s live tweeting, but how far can you go with 140 characters?
The abstracts can be searched at the convention’s website.
9:00-11:45: The Dark Cloud of Video Game Effects (and an Emerging Silver Lining): Can Games Have a Place in a Good Life?
Andre Melzer, U of Luxembourg, LUXEMBOURG Tilo Hartmann, VU U – Amsterdam, THE NETHERLANDS Sriram Kalyanaraman, U of North Carolina, USA
Narrative and Moral Perspective-Taking as Determinants of Players’ Antisocial Behavior
Andrew J. Weaver, Indiana U, USA Nicholas L Matthews, Indiana U, USA Nicky Lewis, Indiana U, USA Fangxin Xu, Indiana U, USA
WT: A branching from their findings is examining sexism, and racism narratives. One possible study is to see how sexism predicts dating conversation choices, which pick-up lines participants will choose and reject.
Moral Disengagement as a Predictor of Violent Video Game Preference
Andre Melzer, U of Luxembourg, LUXEMBOURG Christian Happ, U Trier, GERMANY Georges Steffgen, U of Luxembourg, LUXEMBOURG
WT: Permanent death in games as a factor in moral disengagement, but this came up in my Facebook feed. Peers’ preferences as influence; Associations between moral disengagement with victim sensitivity, delinquency, ego depletion? Moral disengagement with verbal aggression, harassment, nazi or offensive self-portrayals, trolling.
Why Do Males Play More Violent Video Games Than Females?
Tilo Hartmann, VU U – Amsterdam, THE NETHERLANDS Ingrid Moeller, U of Potsdam, GERMANY Christina Krause, U of Potsdam, GERMANY
WT: Mentioned as an entertainment product, should consider as an socio-entertainment product given the rising social aspect of online gaming. Also we should look at gender from a continuum rather than binary and biological. Underlying factors: market segmentations forces, peer influence and gender norms. Used trailers in their study, why not try Long live the Queen? Mediators: trait empathy, justification of violence, need for aggression, need for sensation seeking. I think there was someone who asked about the gamer identity, I should note that this identity is highly masculine so there is a need to disentangle or consider its gendered/masculine nature. Scheduled to appear in blog posting from its journal article alongside with other related papers published roughly around the same time.
Short- and Long-Term Effects of Video Game Violence on Interpersonal Trust
Tobias Rothmund, U of Koblenz-Landau, GERMANY Mario Gollwitzer, Philipps U Marburg, GERMANY Jens Bender, U of Koblenz-Landau, GERMANY Christoph Klimmt, Hanover U of Music, Drama and Media, GERMANY
WT: Applied the Sensitivity to Mean Intentions Model. Further thoughts are whether this might explain gamer identity’s sense of exclusiveness from mainstream culture, hostility towards outgroups, fake gamer girls, dating violence, internet trolling and flaming, moral disengagement. Possible confounds with gamer and masculinity as the latter emphasize self-reliance and deemphasize trust. Must consider online interactions with other players, are we looking at a spiraling cycle of mistrust? Scheduled to appear in blog posting from its journal article.
Challenged by Rainbows: The Effects of Displayed Violence, Difficulty, and Game-Performance on Arousal, Cognition, Aggressive Behavior, and Emotion
Julia Kneer, Erasmus U Rotterdam, THE NETHERLANDS Florian Knapp, U of Cologne, GERMANY Malte Elson, U of Muenster, GERMANY
WT: Asked same type of questions previously to Diana Rieger (she was also there). Perhaps some level of uncertainty or suspense might be some factors, perhaps as an early-game factor. Something that I believe Jeffrey Lin might have some data on that.
Digital Games and Frustration: Effects on Aggression and Cooperative Behavior
Malte Elson, U of Muenster, GERMANY Johannes Breuer, U of Münster, GERMANY Michael Scharkow, U of Hohenheim, GERMANY Thorsten Quandt, U of Münster, GERMANY
WT: I believe I posted its journal article earlier. Links to John Velez’s work? Further thoughts are expectations of cooperative play, effects of non-cooperative players, gender of partner, skill perceptions.
Interactivity, Video Game Violence, and Behavioral Aggression: Effects or Equivalence? An Experimental Study
Rene Weber, U of California – Santa Barbara, USA Katharina-Maria Behr, GP+S Consulting, GERMANY
Low Temporal Stability of Excessive Video Game Use in German Adolescents
Tobias Rothmund, U of Koblenz-Landau, GERMANY Christoph Klimmt, Hanover U of Music, Drama and Media, GERMANY Mario Gollwitzer, Philipps U Marburg, GERMANY
WT: binge gaming? Not sure if they saw this paper by King, Delfabbro & Griffiths (2013).
Not So Angry Birds: Exploring Flow Experience in Mobile Gaming and the Benefits of Self-Esteem
Shaojung Sharon Wang, National Sun Yat-Sen U, TAIWAN Shih-Jung Hsu, National Sun Yat-Sen U, TAIWAN
WT: The session wrapped up with a roundtable. Unfortunately, I forgot to write down the question that generated such a spirited discussion. But the impression was like the gif below.
Missed sessions: The Nature and Effects of Pornography: Current Directions and Research; Analyses of Gaming, Mobile Devices and Technology
13:30-14:45: Aggression, Bullying, and Fear in a Media-Rich Environment: High-Density Session
Erica L. Scharrer, U of Massachusetts – Amherst, USA
Adolescents’ Antisocial Media Use Increases Their Cyberbullying Behavior: A Longitudinal Study
Anouk H. den Hamer, VU U, THE NETHERLANDS Elly A. Konijn, VU U – Amsterdam, THE NETHERLANDS
WT: a branching research question would be to examine racism, sexism and ageism.
Developmental Trajectories of (Cyber)Bullying Perpetration and Social Intelligence During Early Adolescence
Sara Pabian, U of Antwerp, BELGIUM Heidi Vandebosch, U of Antwerp, BELGIUM
Gender Differences in the Association Between Peer Rejection and Adolescents’ Moral Judgment and Preferences for Antisocial Media Content
Xanthe S. Plaisier, VU U – Amsterdam, THE NETHERLANDS Elly A. Konijn, VU U – Amsterdam, THE NETHERLANDS
Internet Use and Verbal Aggression: The Moderating Role of Parents and Peers
Markus Appel, U of Koblenz-Landau, GERMANY Barbara Stiglbauer, Johannes Kepler U of Linz, AUSTRIA Bernad Batinic, Johannes Kepler U of Linz, AUSTRIA Peter Holtz, U of Jena, GERMANY
Liked Characters Get a Moral Pass: Young Viewers’ Evaluations of Social and Physical Aggression in Tween Sitcoms
Nicole Martins, Indiana U, USA Marie-Louise Mares, U of Wisconsin, USA Mona Malacane, Indiana U, USA Alanna L Peebles, U of Wisconsin, USA
Television Exposure and Fear of Crime in Adolescents: Exploring the Mediated Fear Model
Kathleen Custers, U of Leuven, BELGIUM Jan Van den Bulck, U of Leuven, BELGIUM
The Individual or the Class: A Multilevel Analysis of Cyberbullying Behavior in School Context
Ruth Festl, U of Hohenheim, GERMANY Michael Scharkow, U of Hohenheim, GERMANY Thorsten Quandt, U of Münster, GERMANY
Violent Video Games and Delinquent Behavior in Adolescents: Aggressiveness and Peer Delinquency as Moderators
Liese Exelmans, Katholieke U Leuven, BELGIUM Kathleen Custers, U of Leuven, BELGIUM Jan Van den Bulck, U of Leuven, BELGIUM
WT: Asked the presenter about online gaming experiences, sent her information about Kimberly Kulovitz’s research.
Missed sessions: Affect and Emotion in Mass Media; Gender, Work, and Media Organizations
15:00-16:15: Industry and Public Perception of Video Games: Crafting Tools for A Good Life
Sven Joeckel, U of Erfurt, GERMANY
Japanese Console Games Popularization in China: Nation-State Ideology, Transnational Cultural Power, and Bottom-Up Localization Practice
Sara X. T. Liao, U of Texas, USA
Professional Identity of Women Working in the Field of Gaming: A Qualitative Inquiry
Sonja Ganguin, U of Paderborn, GERMANY Anna Hoblitz, U of Paderborn, GERMANY
Should Game Companies Use Reviews in Policy Decisions?
Brett Sherrick, Pennsylvania State U, USA
The Japanese Console Game Industry: Capcom and Level-5
Mia L. Consalvo, Concordia U, CANADA
What the Gamers Want: Interviews With Videogame Journalists and the Exploitation of Women
Howard Fisher, U of Scranton, USA