How gamers manage aggression: Situating skills in collaborative computer games

  title={How gamers manage aggression: Situating skills in collaborative computer games},
  author={Ulrika Bennerstedt and Jonas Ivarsson and Jonas Linderoth},
  journal={International Journal of Computer-Supported Collaborative Learning},
In the discussion on what players learn from digital games, there are two major camps in clear opposition to each other. As one side picks up on negative elements found in games the other side focuses on positive aspects. While the agendas differ, the basic arguments still depart from a shared logic: that engagement in game-related activities fosters the development of behaviors that are transferred to situations beyond the game itself. With an approach informed by ethnomethodology, in this… 

Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

It is found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect, suggesting that playing contemporary violent video games will lead to diminished prosocial behavior.

Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression.

Results contradict the GAM's assertion that violent video games affect aggression through a generalized activation mechanism and suggest that consumer choices may be aided by considering not just game content, but the context in which content is portrayed.

Tunnel Vision or Desensitization?

Results showed that playing the games led to an increased awareness for in-game violence, but also to less-negative subjective evaluations of the violent content, suggesting a desensitization effect.

Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play

An elaboration of a selection of core topics of ethnomethodology and conversation analysis that is used to situate some of the unstated orientations in the presentation of data fragments are provided, showing recurrent issues raised in the fragments are shown as coherent, interconnected phenomena.

The Play of Champions: Toward a Theory of Skill in eSport

ABSTRACT This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport

What would my avatar do? Video games and risky decision making

Several decades of research have established that video game experience is associated with differences in social information processing, visual-spatial processing, and cognitive control. Fewer

Using Membership Categorisation Analysis to study Identity Creation in the Digital Game Dota2

One aspect of the internet that has been discussed in relation to identity creation is whether we can transcend our physical selves when we enter an online environment, thus potentially creating the Tunnel Vision or Desensitization? The Effect of Interactivity and Frequency of Use on the Perception and Evaluation of Violence in Digital Games

Most of the studies on violence in digital games have investigated its effects on arousal or aggression. Little attention has been paid to how in-game violence is actually perceived and evaluated. To



Play Between Worlds: Exploring Online Game Culture

In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps -- as players slip in and out of complex social networks that cross online and offline

The ecology of games : connecting youth, games, and learning

In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play -- mapping the ways that all the various elements, from

Gaming literacies: A game design study in action

An overview of the pedagogy and development process of Gamestar Mechanic, an RPG (Role Playing Game) style online game designed to teach players the fundamentals of game design, with an emphasis on the conceptual framework guiding the work, as well as the kinds of literacies and knowledge structures it is intended to support.

Massively Multiplayer Online Gaming as a Constellation of Literacy Practices

The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but

Massively Multiplayer Online Video Gaming as Participation in a Discourse

This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the

Communication, Coordination, and Camaraderie in World of Warcraft

In applying traditional game theory to multiplayer computer games, not enough attention has been given to actual player practice in local settings. To do this, the author describes a team of players

Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds

This study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources.

Strangers and friends: collaborative play in world of warcraft

It is discovered that play in World of Warcraft is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups, which makes the game more fun and provides rich learning opportunities.

Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games

The results indicate that learning about games can be challenging for multiple reasons, and some solutions that instructors are adopting to overcome these challenges are described.

The Rhetoric of Video Games

Animal Crossing is an “animal village simulator” for the Nintendo GameCube and DS video game consoles.1 As the game begins, the player has just left home to move to the game’s small village. There he