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Thomas Krichel krichel at openlib.org
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  Ein Email Fehler. Ich kuemmer mich drum sofort. 

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From: Philipp Mayr-Schlegel <ernad at nesos.info>
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Subject: 2013-02-01, 2 papers
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--------------------------------------------------------------------------------
neSoS: New Papers in Social Sciences
Technology Assessment
--------------------------------------------------------------------------------

Edited by: Philipp Mayr-Schlegel
           
           GESIS
Date:      2013-02-01
Papers:    2


In this issue we have:
--------------------------------------------------------------------------------

1. Video games as a multifaceted medium: a review of quantitative social 
    science research on video games and a typology of video game research 
    approaches
   Ivory, James D.

2. Synthesizing a working definition of "mass" media
   Potter, W. James

--------------------------------------------------------------------------------

1. Video games as a multifaceted medium: a review of quantitative social 
    science research on video games and a typology of video game research 
    approaches
   Ivory, James D.
 Although there is a vast and useful body of quantitative social science 
 research dealing with the social role and impact of video games, it is 
 difficult to compare studies dealing with various dimensions of video games 
 because they are informed by different perspectives and assumptions, employ 
 different methodologies, and address different problems. Studies focusing on 
 different social dimensions of video games can produce varied findings about 
 games’ social function that are often difficult to reconcile—or even 
 contradictory. Research is also often categorized by topic area, rendering a 
 comprehensive view of video games’ social role across topic areas difficult. 
 This interpretive review presents a novel typology of four identified 
 approaches that categorize much of the quantitative social science video game 
 research conducted to date: “video games as stimulus,” “video games as 
 avocation,” “video games as skill,” and “video games as social environment.” 
 This typology is useful because it provides an organizational structure 
 within which the large and growing number of studies on video games can be 
 categorized, guiding comparisons between studies on different research topics 
 and aiding a more comprehensive understanding of video games’ social role. 
 Categorizing the different approaches to video game research provides a 
 useful heuristic for those critiquing and expanding that research, as well as 
 an understandable entry point for scholars new to video game research. 
 Further, and perhaps more importantly, the typology indicates when topics 
 should be explored using different approaches than usual to shed new light on 
 the topic areas. Lastly, the typology exposes the conceptual disconnects 
 between the different approaches to video game research, allowing researchers 
 to consider new ways to bridge gaps between the different approaches’ 
 strengths and limitations with novel methods.
http://www.ssoar.info/ssoar/bitstream/handle/document/32903/ssoar-rcr-2013-1-ivory-Video_games_as_a_multifaceted.pdf?sequence=1

2. Synthesizing a working definition of "mass" media
   Potter, W. James
 Media scholars as well as the public frequently use the terms “mass 
 communication” and “mass media”, but the meaning of these terms is often 
 ambiguous. While it is assumed that everyone knows what these terms mean, the 
 few scholars who attempt to define these terms struggle to capture the 
 essence of their meaning without including elements that are faulty, and this 
 task is becoming even more difficult in the new media environment. We are 
 left with the troubling question: What are the “mass” media? This review 
 constructs an answer to this question in a four step process. The first step 
 features a critical analysis of the literature to identify definitional 
 elements used by scholars. These definitional elements are subjected to four 
 screens that evaluate their utility in a second step. The third step adds 
 elements missing from the literature so as to make the eventual definition 
 more useful in the new media environment. Finally, the fourth step features 
 the construction of a working definition of “mass” media.
http://www.ssoar.info/ssoar/bitstream/handle/document/32904/ssoar-rcr-2013-1-potter-Synthesizing_a_working_definition_of.pdf?sequence=1

This sos–tea issue is curated by me, Philipp Mayr-Schlegel. I provide it as is 
without any express or implied warranty. You may distribute it to others.
General information on the neSoS project is at http://nesos.openlib.org. For 
comments please write to the director of neSoS, Thomas Krichel at < krichel @ 
openlib dot org >.

To unsubscribe, use http://lists.nesos.openlib.org/mailman/options/sos-tea.

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/* centered boxed for login and issue selection */div.small_centered_box {  width: 25em;  display: block;  margin-left: auto;  margin-right: auto;}</style></head><body><div xmlns="http://www.w3.org/1999/xhtml"><h1>neSoS: New Papers in Social Sciences
</h1><h2>Technology Assessment</h2><table><tbody><tr><td class="ordTextAlR100">Edited by:</td><td>Philipp Mayr-Schlegel</td></tr><tr><td class="ordTextAlR"></td><td>GESIS</td></tr><tr><td class="ordTextAlR100">Issue date:</td><td>2013-02-01</td></tr><tr><td class="ordTextAlR100">Papers:</td><td>2</td></tr></tbody></table><h3 class="centerBold">In this issue we have:</h3><ol><li><a href="#p1">Video games as a multifaceted medium: a review of quantitative social science research on video games and a typology of video game research approaches</a><div class="ordDivTextIndent">Ivory, James D.</div></li><li><a href="#p2">Synthesizing a working definition of "mass" media</a><div class="ordDivTextIndent">Potter, W. James</div></li></ol><h3 class="centerBold">Contents.</h3><ol class="ordW90"><li class="ordW100"><div class="bold"><a id="p1">Video games as a multifaceted medium: a review of quantitative social science research on video games and a typology of video game research approaches</a></div><table><tbody><tr><td class="ordTextAlR100">Date:</td><td>2013</td></tr><tr><td class="ordTextAlR100">By:</td><td>Ivory, James D.</td></tr><tr><td class="ordTextAlR100">URL:</td><td><a href="http://www.ssoar.info/ssoar/bitstream/handle/document/32903/ssoar-rcr-2013-1-ivory-Video_games_as_a_multifaceted.pdf?sequence=1">http://www.ssoar.info/ssoar/bitstream/handle/document/32903/ssoar-rcr-2013-1-ivory-Video_games_as_a_multifaceted.pdf?sequence=1</a></td></tr><tr><td colspan="2" class="ordPaddingTopBot">Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile—or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.</td></tr></tbody></table></li><li class="ordW100"><div class="bold"><a id="p2">Synthesizing a working definition of "mass" media</a></div><table><tbody><tr><td class="ordTextAlR100">Date:</td><td>2013</td></tr><tr><td class="ordTextAlR100">By:</td><td>Potter, W. James</td></tr><tr><td class="ordTextAlR100">URL:</td><td><a href="http://www.ssoar.info/ssoar/bitstream/handle/document/32904/ssoar-rcr-2013-1-potter-Synthesizing_a_working_definition_of.pdf?sequence=1">http://www.ssoar.info/ssoar/bitstream/handle/document/32904/ssoar-rcr-2013-1-potter-Synthesizing_a_working_definition_of.pdf?sequence=1</a></td></tr><tr><td colspan="2" class="ordPaddingTopBot">Media scholars as well as the public frequently use the terms “mass communication” and “mass media”, but the meaning of these terms is often ambiguous. While it is assumed that everyone knows what these terms mean, the few scholars who attempt to define these terms struggle to capture the essence of their meaning without including elements that are faulty, and this task is becoming even more difficult in the new media environment. We are left with the troubling question: What are the “mass” media? This review constructs an answer to this question in a four step process. The first step features a critical analysis of the literature to identify definitional elements used by scholars. These definitional elements are subjected to four screens that evaluate their utility in a second step. The third step adds elements missing from the literature so as to make the eventual definition more useful in the new media environment. Finally, the fourth step features the construction of a working definition of “mass” media.</td></tr></tbody></table></li></ol><hr /><div class="aboutreport footer">This sos–tea issue is curated by me, Philipp Mayr-Schlegel. I provide it as is without any express or implied warranty. You may distribute it to others.</div>
<div class="aboutnep footer"> General information on the neSoS project is at <a href="http://nesos.openlib.org/">http://nesos.openlib.org</a>. For comments please write to the director of neSoS, <a href="http://openlib.org/home/krichel">Thomas Krichel</a> at < krichel @ openlib dot org >.</div></div></body></html>

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  Cheers,

  Thomas Krichel                  http://openlib.org/home/krichel
                                              skype:thomaskrichel



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