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How the media contextualize computer games: A comparative analysis of the U.S. and Korean game coverage
- Kim, N.S.;
- Min, Y.
SCOPUS
1초록
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.
키워드
- 제목
- How the media contextualize computer games: A comparative analysis of the U.S. and Korean game coverage
- 저자
- Kim, N.S.; Min, Y.
- 발행일
- 2016
- 유형
- Article
- 권
- 11
- 호
- 11
- 페이지
- 291 ~ 296