期刊名称:International Journal of Multimedia and Ubiquitous Engineering
印刷版ISSN:1975-0080
出版年度:2016
卷号:11
期号:11
页码:291
出版社:SERSC
摘要: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 excessivegame 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.
关键词:Game ;coverage; Computer Games; Game Addiction