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Rooshuns are most common video game heavies
Via Boris Rozhin:
[WashingtonPost] Video games are everywhere. Forty percent of U.S. adults own game consoles; many more play on their mobiles. According to some reports, most gamers are women. Digital games now rake in more annual revenues than movie box-office ticket sales.

So are games affecting the way humans think about the world and about each other?

Researchers have shown that entertainment media, like movies, can shift public opinion and shape behaviors. But there is much less research on the impact of video games. There’s some political science research on the link between the military and the entertainment industry, dubbed the “military-entertainment complex.” There’s also work on game play during the 2014 Israeli-Palestinian conflict. But our knowledge of how digital games influence public opinion, public policy or political culture is limited. So we investigated.

The first step in answering this question is to look at the enemies that players encounter in digital games. To use a more precise term, we look at how enemies are “framed” — how games package information that resonates with audiences. In an article (currently ungated) published in International Studies Review, we turn to a popular genre, First Person Shooters (FPS), in which a player armed with a weapon seeks to destroy an enemy. FPS players experience conflict and violence firsthand, albeit simulated. But representations of the bad guys in video games could shape players’ perceptions of who is a threat.
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Posted by: badanov 2017-01-04
http://www.rantburg.com/poparticle.php?ID=477544