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How the media contextualize computer games: A comparative analysis of the U.S. and Korean game coverage

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dc.contributor.authorKim, N.S.-
dc.contributor.authorMin, Y.-
dc.date.accessioned2021-09-04T08:48:09Z-
dc.date.available2021-09-04T08:48:09Z-
dc.date.created2021-06-17-
dc.date.issued2016-
dc.identifier.issn1975-0080-
dc.identifier.urihttps://scholar.korea.ac.kr/handle/2021.sw.korea/91361-
dc.description.abstractWhereas game addiction has attracted scholarly and practical attention, there are ongoing controversies over the causes and consequences of addictive game playing especially among adolescents. In order to investigate how computer games overall and game addiction in particular are contextualized in the media, this study conducted a comparative content analysis of the United States of American (U.S.) and South Korean game coverage between 2011 and 2013. The findings show the press in both countries most often depicted the issue of computer games in terms of business and industry, while dealing with the possible costs and risks associated with excessive game playing to a much lesser degree. This tendency was more prominent in the Korean press. The Korean media contextualized computer games in a more positive light than their U.S. counterparts. These results indicate that the current game coverage has a pro-industry tendency. The media need to focus more on consumer-related issues and perspectives particularly for the welfare of young audiences. © 2016 SERSC.-
dc.languageEnglish-
dc.language.isoen-
dc.publisherScience and Engineering Research Support Society-
dc.subjectHuman computer interaction-
dc.subjectPresses (machine tools)-
dc.subjectComparative analysis-
dc.subjectContent analysis-
dc.subjectContextualize-
dc.subjectGame addictions-
dc.subjectGame coverage-
dc.subjectGame playing-
dc.subjectComputer games-
dc.titleHow the media contextualize computer games: A comparative analysis of the U.S. and Korean game coverage-
dc.typeArticle-
dc.contributor.affiliatedAuthorMin, Y.-
dc.identifier.doi10.14257/ijmue.2016.11.11.25-
dc.identifier.scopusid2-s2.0-85001950533-
dc.identifier.bibliographicCitationInternational Journal of Multimedia and Ubiquitous Engineering, v.11, no.11, pp.291 - 296-
dc.relation.isPartOfInternational Journal of Multimedia and Ubiquitous Engineering-
dc.citation.titleInternational Journal of Multimedia and Ubiquitous Engineering-
dc.citation.volume11-
dc.citation.number11-
dc.citation.startPage291-
dc.citation.endPage296-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.journalRegisteredClassscopus-
dc.subject.keywordPlusContent analysis-
dc.subject.keywordPlusContextualize-
dc.subject.keywordPlusGame addictions-
dc.subject.keywordPlusGame coverage-
dc.subject.keywordPlusGame playing-
dc.subject.keywordPlusComputer games-
dc.subject.keywordPlusHuman computer interaction-
dc.subject.keywordPlusPresses (machine tools)-
dc.subject.keywordPlusComparative analysis-
dc.subject.keywordAuthorComputer games-
dc.subject.keywordAuthorGame addiction-
dc.subject.keywordAuthorGame coverage-
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