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The virtual census: representations of gender, race and age in video games
- D. Williams, N. Martins, M. Consalvo, James D. Ivory
- Psychology, Computer Science
- New Media Soc.
- 21 July 2009
A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population. Expand
A Content Analysis of Female Body Imagery in Video Games
The 150 top-selling video games sold in the U.S. across nine platforms were content analyzed to study representations of female bodies. All human females in the games were captured via screenshot and… Expand
Mean on the Screen: Social Aggression in Programs Popular With Children
A content analysis was conducted to examine the portrayal of social aggression in the 50 most popular television programs among 2- to 11-year-old children. Results revealed that 92% of the programs… Expand
Social Aggression on Television and Its Relationship to Children's Aggression in the Classroom
A survey was conducted with over 500 children in grades K-5 to examine whether exposure to socially aggressive content was related to children’s use of social aggression. The results of the survey… Expand
Children's and Parents' Fright Reactions to Kidnapping Stories in the News
We conducted a random telephone survey of 182 parents to assess their reactions as well as their children's reactions to child kidnapping stories in the news. Children below age 13 experienced more… Expand
Nothing to Fear? An Analysis of College Students' Fear Experiences With Video Games
This study presents the results of a survey of 269 undergraduate students conducted to examine fright experiences caused by video games. Over half of the participants reported game-induced fear. Sex,… Expand
Virtual muscularity: a content analysis of male video game characters.
The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were… Expand
Good Clean Fun? A Content Analysis of Profanity in Video Games and Its Prevalence across Game Systems and Ratings
- James D. Ivory, D. Williams, N. Martins, M. Consalvo
- Psychology, Medicine
- Cyberpsychology Behav. Soc. Netw.
- 25 July 2009
An extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). Expand
The Relationship Between “Teen Mom” Reality Programming and Teenagers' Beliefs About Teen Parenthood
A survey was conducted with U.S. high school students (M = 16.57 years of age) from the Midwest to examine whether exposure to “teen mom” reality programming (e.g., 16 and Pregnant, Teen Mom) was… Expand
Leopards of the Cape: conservation and conservation concerns
The leopard (Panthera pardus) is the apex predator in the Western Cape, South Africa. It has until recently been regarded as vermin by farmers and conservation officials and been highly persecuted… Expand