How the media contextualize computer games: A comparative analysis of the U.S. and Korean game coverage
- Authors
- Kim, N.S.; Min, Y.
- Issue Date
- 2016
- Publisher
- Science and Engineering Research Support Society
- Keywords
- Computer games; Game addiction; Game coverage
- Citation
- International Journal of Multimedia and Ubiquitous Engineering, v.11, no.11, pp.291 - 296
- Indexed
- SCOPUS
- Journal Title
- International Journal of Multimedia and Ubiquitous Engineering
- Volume
- 11
- Number
- 11
- Start Page
- 291
- End Page
- 296
- URI
- https://scholar.korea.ac.kr/handle/2021.sw.korea/91361
- DOI
- 10.14257/ijmue.2016.11.11.25
- ISSN
- 1975-0080
- Abstract
- Whereas 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.
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