Since the inception of videogames, the appropriateness of their content has always been a debated issue. Controversies have often revolved around the use of explicit language, violent and sexual contents in games. However, while the concerns of misinformed politicians do not seem to change, during the last few decades videogames have evolved not only from a technological point of view but also regarding the depth of the proposed narrations and themes. In this research I take into account the complexity of this medium’s effects on the audience by analyzing them through the lens of Cultivation Theory (Gerbner 1969). The aim is contributing to the growing amount of works which are attempting to expand the scope of this theory to the analysis of media different from television (Potter 2014, Morgan et al. 2015). Following the classical Cultivation Theory research design, this study attempts to obtain a broader perspective regarding how a developer studio contributes to shaping the player’s beliefs regarding gender relationships and violence across the long term with a case study on the company Naughty Dog. The research design is based on a mixed-methods two-step analysis plan. The first step (Message-system analysis) aims to conduct a thorough content analysis regarding how the aforementioned issues are represented by the selected developer by employing both qualitative and quantitative techniques. The analyzed games are Uncharted 2 (2009), The Last of Us (2013), Uncharted Lost Legacy (2017) and The Last of Us Part 2 (2020); this selection allows to understand how the developers’ take regarding violence and gender relationship representation evolved across thirteen years of videogames. The second step (Cultivation Analysis) develops the results of the first one by attempting to understand whether and how the analyzed games’ representations influence players’ ideas and beliefs. From an operative point of view the second step consists in a quasi-experiment with non-equivalent control group (Campbell and Stanley 1966). Participants in the treatment group play two sequences of The last of Us where violent interaction is shown; conversely, the members of the control group try the beginning of Journey (Thatgamecompany 2012) where no violent content is shown. The participants are drafted according to the “maximum variation sample” technique, proposed by Flick (2007) and applied to the field of videogames by de Wildt and Aupers (2019). This technique aims to include case that are purposefully as different from each other as possible regarding selected characteristics (in this case gender, frequency of play and acceptance of antisocial behaviors) in order to consider a significative part of the range of differentiations in the field. Bibliography Campbell D. T. and Stanlet J. C. ( 1996). Experimental and Quasi-Experimental Designs for Research, First published by Houghton Mifflin Company, Boston, Massachusetts, United States of America. de Wildt L, Aupers S. (2019). Playing the Other: Role-playing religion in videogames, in European Journal of Cultural Studies, vol. 22, issue 5-6, pp. 867-884. Flick U. (2007). Designing Qualitative Research, eds Sage Publishing. Gerbner G. (1969). Toward ‘‘Cultural Indicators’’: The analysis of mass mediated public message systems, in AV Communication Review, issue 17, vol. 2, pp. 137–148. Morgan M., Shanahan J. and Signorielli N. (2015). Yesterday's New Cultivation, in Tomorrow, Mass Communication and Society, vol. 18, issue 5, pp. 674-699. Potter W. J. (2014). A Critical Analysis of Cultivation, in Theory, Journal of Communication, Vol. 64, Issue 6, pp. 1015–1036.
Sin dall'invenzione dei videogiochi, l'appropriatezza dei lori contenuti è sempre stato un argomento fortemente dibattuto. Numerose controversie hanno avuto come tema l'utilizzo di linguaggio maturo e la presenza di contenuti violenti e/o a sfondo sessuale nei giochi. Sebbene le preoccupazioni di politci disinformati non sembrino cambiare, durante gli ultimi anni i videogiochi si sono evoluti non solo fa un punto di vista tecnologico ma anche per quanto riguarda la profondità dei temi e delle narrazioni proposte. In questa ricerca cerco di affrontare la complessità degli effetti di questi media sull'audience analizzandoli attraverso la lente della Teoria della Coltivazione (Gerbner 1969). L'obbiettivo è contribuire al corpus di letteratura che ambisce a espandere la portata di questa teoria all'analisi di media diversi da quello televisivo (Potter 2014, Morgan et al. 2015). Seguendo il classico disegno di ricerca proposto dalla Teoria della Coltivazione, questo studio cerca di ottenere una prospettiva approfondita riguardo a come una singola software house contribuisca nel plasmare le concezioni dei giocatori riguardo a violenza e relazioni di genere nel lungo periodo. Il caso di studio è l'azienda di sviluppo californiana Naughty Dog. Il disegno di ricerca è basato su un approccio mixed-methods diviso in due fasi distinte. La prima fase ("Message-System Analysis") ambisce ad analizzare come i sovracitati temi siano rappresentati in un campione di giochi sviluppati da Naughty Dog attraverso un'analisi del contenuto sia qualitativa che quantitativa. I titoli scelti sono "Uncharted 2" (2009), "The Last of Us" (2013), "Uncharted Lost Legacy" (2017) e "The Last of Us Part 2" (2020); quesra selezione dovrebbe permette di comprendere l'evoluzione della posizione degli sviluppatori riguardo a rappresentazione di violenza e relazioni di genere attraverso 13 anni di videogiochi. Il secondo step ("Cultivation Analysis") sviluppa i risultati della prima parte cercando di capire come i giochi anlizzati influenzino idee e concezioni dei giocatori. Da un punto di vista operativo, questa seconda parte consiste in un disegno semi-sperimentale con gruppo di controllo non equivalente (Campbell and Stanley 1966). I partecipanti del gruppo sperimentale giocano due sequenze di "The last of Us" dove viene proposta unìinterazione di tipo violento; allo stesso tempo i membri del gruppo di controllano giocano una sezione di "Journey", un videogioco dove non è previsto nessun tipo di contenuto violento. I partecipanti sono selezionati attraverso la tecnica di "maximum variation sample" proposta da Flick (2007) a già applicata al campo dei Game Studies da de Wildt e Aupers (2019). Questa tecnica mira a includere partecipanti che siano il più possibile differenti gli uni dagli altri riguardo a una serie di caratteristiche rilevanti (in questo caso genere, frequenza di gioco e livello di accettazione di comportamenti antisociali) al fine di considerare il maggior numero possibile di profili rilevanti per la ricerca. Bibliography Campbell D. T. and Stanlet J. C. ( 1996). Experimental and Quasi-Experimental Designs for Research, First published by Houghton Mifflin Company, Boston, Massachusetts, United States of America. de Wildt L, Aupers S. (2019). Playing the Other: Role-playing religion in videogames, in European Journal of Cultural Studies, vol. 22, issue 5-6, pp. 867-884. Flick U. (2007). Designing Qualitative Research, eds Sage Publishing. Gerbner G. (1969). Toward ‘‘Cultural Indicators’’: The analysis of mass mediated public message systems, in AV Communication Review, issue 17, vol. 2, pp. 137–148. Morgan M., Shanahan J. and Signorielli N. (2015). Yesterday's New Cultivation, in Tomorrow, Mass Communication and Society, vol. 18, issue 5, pp. 674-699. Potter W. J. (2014). A Critical Analysis of Cultivation, in Theory, Journal of Communication, Vol. 64, Issue 6, pp. 1015–1036.
(2024). THE WORLD THROUGHOUT THE GAMEPAD: HOW VIDEOGAMES CONTRIBUTE TO SHAPING PLAYERS’ BELIEFS.. (Tesi di dottorato, , 2024).
THE WORLD THROUGHOUT THE GAMEPAD: HOW VIDEOGAMES CONTRIBUTE TO SHAPING PLAYERS’ BELIEFS.
LAURITANO, GIACOMO
2024
Abstract
Since the inception of videogames, the appropriateness of their content has always been a debated issue. Controversies have often revolved around the use of explicit language, violent and sexual contents in games. However, while the concerns of misinformed politicians do not seem to change, during the last few decades videogames have evolved not only from a technological point of view but also regarding the depth of the proposed narrations and themes. In this research I take into account the complexity of this medium’s effects on the audience by analyzing them through the lens of Cultivation Theory (Gerbner 1969). The aim is contributing to the growing amount of works which are attempting to expand the scope of this theory to the analysis of media different from television (Potter 2014, Morgan et al. 2015). Following the classical Cultivation Theory research design, this study attempts to obtain a broader perspective regarding how a developer studio contributes to shaping the player’s beliefs regarding gender relationships and violence across the long term with a case study on the company Naughty Dog. The research design is based on a mixed-methods two-step analysis plan. The first step (Message-system analysis) aims to conduct a thorough content analysis regarding how the aforementioned issues are represented by the selected developer by employing both qualitative and quantitative techniques. The analyzed games are Uncharted 2 (2009), The Last of Us (2013), Uncharted Lost Legacy (2017) and The Last of Us Part 2 (2020); this selection allows to understand how the developers’ take regarding violence and gender relationship representation evolved across thirteen years of videogames. The second step (Cultivation Analysis) develops the results of the first one by attempting to understand whether and how the analyzed games’ representations influence players’ ideas and beliefs. From an operative point of view the second step consists in a quasi-experiment with non-equivalent control group (Campbell and Stanley 1966). Participants in the treatment group play two sequences of The last of Us where violent interaction is shown; conversely, the members of the control group try the beginning of Journey (Thatgamecompany 2012) where no violent content is shown. The participants are drafted according to the “maximum variation sample” technique, proposed by Flick (2007) and applied to the field of videogames by de Wildt and Aupers (2019). This technique aims to include case that are purposefully as different from each other as possible regarding selected characteristics (in this case gender, frequency of play and acceptance of antisocial behaviors) in order to consider a significative part of the range of differentiations in the field. Bibliography Campbell D. T. and Stanlet J. C. ( 1996). Experimental and Quasi-Experimental Designs for Research, First published by Houghton Mifflin Company, Boston, Massachusetts, United States of America. de Wildt L, Aupers S. (2019). Playing the Other: Role-playing religion in videogames, in European Journal of Cultural Studies, vol. 22, issue 5-6, pp. 867-884. Flick U. (2007). Designing Qualitative Research, eds Sage Publishing. Gerbner G. (1969). Toward ‘‘Cultural Indicators’’: The analysis of mass mediated public message systems, in AV Communication Review, issue 17, vol. 2, pp. 137–148. Morgan M., Shanahan J. and Signorielli N. (2015). Yesterday's New Cultivation, in Tomorrow, Mass Communication and Society, vol. 18, issue 5, pp. 674-699. Potter W. J. (2014). A Critical Analysis of Cultivation, in Theory, Journal of Communication, Vol. 64, Issue 6, pp. 1015–1036.File | Dimensione | Formato | |
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