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Thesis - difesa

Presentation for the difesa of my Master thesis. Date: 9.10.2012
by

Isabel Mercedes Parini

on 27 August 2013

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Transcript of Thesis - difesa

Università della Svizzera Italiana
Master thesis defense
Isabel Mercedes Parini
Tuesday, October 9th 2012
The role and importance of explicit graphical violence in action, action RPG and first-person shooter video games as perceived by regular, casual and non-gamers
Gears of gore
Index
1. Research context
2. Goal
3. Hypotheses
4. Research method
5. Results
6. Conclusion
2. Goal & research questions
1. Research context
4. Research method
3. Hypotheses (main)
5. Results - Demographics
6. Conclusion
3. Hypotheses (accessory)
End of presentation
Thank you for your attention...
By means of this study the researcher intended to find out:
what players like about violent video games
whether and why they like the explicit depiction of violence
whether and why they had intentionally crippled an enemy
whether they had ever felt guilty after harming or killing a target
how they had coped with moral issues
online survey in German, Italian, French and English

launched on May 1st for 1 month

links posted on video game forums, Facebook profile & sent to Swiss high schools and universities

respondents were mainly Swiss or of neighboring countries
HYPOTHESIS I
If on-screen violence in a violent video game is depicted in a detailed and graphic way, players will perceive the game as being more realistic.


HYPOTHESIS II
Frequent violent video game players will consider the ability to perform violent actions like e.g. crippling to be strategically relevant.
HYPOTHESIS III
If on-screen violence in a violent video game is depicted in a detailed and graphical way, players will perceive the game as being more technically advanced.
were young (average age: 23)

were male (81,9%)

played violent video games less than once a month (34,7%)
Most respondents...
5. Results - Explicit depiction of violence
5. Results - Crippling feature
5. Results - Crippling: frequent & heavy players
5. Results - Guilt
5. Results - Crippling vs. no crippling segment
Fantasy Aspect & Stress release scored highest, followed by Challenge and Diversion

Social Interaction scored lowest

Fantasy Aspect scored low for female respondents
5. Results - Gratifications
Different goals for the two segments:
Competition & Social Interaction are very important for heavy players
Fantasy Aspect very important for frequent (but not every-day) players

Also, heavy players play also for Arousal/Thrill and Stress Release
5. Results - Gratifications: frequent vs. heavy players
generally liked at least moderately because of realism
liked especially by frequent and even more by heavy players
not liked by most females

without this feature, games would not be as real, but still be fun
even results for the usage of crippling
even results for why it was employed (strategy and/or fun)

"realism" most cited among (perceived) goals of game developers
most frequent players had crippled an enemy, especially the heavy players
"strategy" most prominent reason for cripppling
most respondents did not feel guilty after harming/killing a target
mostly because violent video games are fiction/are not real
game context/story was not so important

heavy players manage moral issues even better than frequent players
Like vs. dislike: results in inverse proportion for the two segments
games would still be fun without explicit violence for "no crippling" segment
far more females among the "no crippling" segment
5. Results - Hypothesis I
SUPPORTED, since:

most respondents would considered their gaming experience to be unsatisfying in terms of realism w/o this feature
"realism" most cited reason why explicit violence was liked
"realism" most cited among the (perceived) goals of game developers
5. Results - Hypothesis II
5. Results - Hypothesis III
If on-screen violence in a violent video game is depicted in a detailed and graphic way, players will perceive the game as being more realistic.
Frequent violent video game players will consider the ability to perform violent actions like e.g. crippling to be strategically relevant.
SUPPORTED, since:
If on-screen violence in a violent video game is depicted in a detailed and graphical way, players will perceive the game as being more technically advanced.
NOT SUPPORTED, since.
Topic should have been addressed directly
6. Conclusion - New aspects
6. Conclusion - New aspects (cont.)
6. Conclusion (cont.)
show new aspects of violent video games and their players

support and confirm the findings of past studies

subvert once more stereotypes portrayed and spread by media and society
In general, the results:
the explicit depiction of violence is important for a game’s realism, and is therefore appreciated

the lack of realism caused by its absence can negatively affect the gaming experience

crippling also adds to a game’s realism
The results show that:
6. Conclusion (cont.)
The results show that:
players consider realism to be the main goal of game developers regarding the explicit violence

heavy players play violent video games especially for the social aspects

frequent and heavy players have different goals
Results lend support to findings showing that:
violent video games are more appealing to male players than female players

frequent players tend to play in a more strategic and goal oriented-way than casual players
Results lend support to findings showing that:
violent video games can be a (safe) playground as for frequent (but not every day) players

the more gamers play, the better they are at coping with moral issues

violent video game players are clearly aware that a game is fiction
Video games are a very current topic
Revenues increase constantly
Revenues sometimes even rival those of the film industry

Examples of violent video games:
Call of Duty series
Grand Theft Auto (GTA) series
Battlefield series
Assassin's Creed series
1. Research context (cont.)
(Violent) video games often blamed as reason for youth violence
Many studies investigate the link between video games and violence

However:
Gamers only seldomly involved as subjects
Gratifications of violent video games, moral issues and playing style often neglected
"Aggression" and "violence" often used interchangeably
Explicit depiction of violence
Full transcript