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Thomas Krichel
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Thu Nov 13 16:15:12 UTC 2014
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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