The purpose of the current study is to investigate the relationship between artificial social environments and an individual’s likelihood to engage in deviant or criminal behaviors and actions. The need for this study was highlighted by research findings that suggest that individuals who play video games often play them to experience deviant behavior and actions that they don’t consider socially viable otherwise. The sample consisted of seven students from Central Gaming Initiative, the Central Washington University video gaming club. Qualitative data was gathered through individual face-to-face interviews. The students were asked questions pertaining to the nature of their media consumption, with the topics ranging from social media consum...
Dark participation in games (i.e., trolling and toxic behavior) have been gaining ever-increasing ac...
In modern society, the act of playing games entices certain prejudices towards those who decide to p...
The majority of literature that concerns itself with the effects of video games and youth focus on n...
Previous research predicts and establishes that exposure to violent media can have a detrimental eff...
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in t...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
Experimental evidence has pointed toward a negative effect of violent video games on social behavior...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Nowadays, people have started to spend more and more time using the Internet, which has a crucial im...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
In the present study, I sought to further explore the relation between exposure to video game violen...
Over the past decades, the scholarly discourse of violent video games as a possible influence for ag...
The current study used the structural components of Facebook games to select predictors of Problemat...
Dark participation in games (i.e., trolling and toxic behavior) have been gaining ever-increasing ac...
In modern society, the act of playing games entices certain prejudices towards those who decide to p...
The majority of literature that concerns itself with the effects of video games and youth focus on n...
Previous research predicts and establishes that exposure to violent media can have a detrimental eff...
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in t...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
Experimental evidence has pointed toward a negative effect of violent video games on social behavior...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Nowadays, people have started to spend more and more time using the Internet, which has a crucial im...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
In the present study, I sought to further explore the relation between exposure to video game violen...
Over the past decades, the scholarly discourse of violent video games as a possible influence for ag...
The current study used the structural components of Facebook games to select predictors of Problemat...
Dark participation in games (i.e., trolling and toxic behavior) have been gaining ever-increasing ac...
In modern society, the act of playing games entices certain prejudices towards those who decide to p...
The majority of literature that concerns itself with the effects of video games and youth focus on n...