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The Effects of Content and Person Abstraction on Third-Person Effect Size in the Context of Violent Video Games

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Abstract:

The third-person effect, predicting that people perceive others as more susceptible to negative media effects than themselves, has been observed in the context of myriad media, environments, and respondents. However, many aspects of both content and persons considered may moderate this effect. This experiment manipulated abstraction of both content and third persons, measuring effects of violent video games and attitudes toward censoring violent games. Participants estimated the effects of either violent video games in general or a specific violent game on themselves and either a specific third person, others on their university campus, or others in the United States. Increasing specificity of both content and third person was found to reduce perceived effects on others, although the manipulations did not significantly affect advocacy of censorship.

Most Common Document Word Stems:

effect (252), person (192), game (160), third (154), video (124), third-person (113), other (87), abstract (83), perceiv (79), violent (69), particip (55), p (53), content (50), specif (48), censorship (43), m (34), consid (33), measur (32), research (32), use (31), media (31),

Author's Keywords:

Third-Person Effects, Video Games, Policy, Accessiblity, Attribution, Aggression
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Name: International Communication Association
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MLA Citation:

Ivory, James. and Kalyanaraman, Sriram. "The Effects of Content and Person Abstraction on Third-Person Effect Size in the Context of Violent Video Games " Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY, <Not Available>. 2009-05-25 <http://www.allacademic.com/meta/p15032_index.html>

APA Citation:

Ivory, J. D. and Kalyanaraman, S. "The Effects of Content and Person Abstraction on Third-Person Effect Size in the Context of Violent Video Games " Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY Online <PDF>. 2009-05-25 from http://www.allacademic.com/meta/p15032_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Abstract: The third-person effect, predicting that people perceive others as more susceptible to negative media effects than themselves, has been observed in the context of myriad media, environments, and respondents. However, many aspects of both content and persons considered may moderate this effect. This experiment manipulated abstraction of both content and third persons, measuring effects of violent video games and attitudes toward censoring violent games. Participants estimated the effects of either violent video games in general or a specific violent game on themselves and either a specific third person, others on their university campus, or others in the United States. Increasing specificity of both content and third person was found to reduce perceived effects on others, although the manipulations did not significantly affect advocacy of censorship.

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Document Type: PDF
Page count: 31
Word count: 7913
Text sample:
RUNNING HEAD: Video Games Abstraction and the Third-Person Effect Video Games Make People Violent – Well Maybe Not That Game or That Person: Effects of Content and Person Abstraction on Third-Person Effect Size in the Context of Violent Video Games (Author Information Omitted for Review) Manuscript submitted to the Mass Communication Division for Possible Presentation at the 55th Annual Conference of the International Communication Association 1 November 2004 Video Games Abstraction and the Third-Person Effect 1 Video Games Make
207-232. Wan F. & Youn S. (2004). Motivations to regulate online gambling and violent game sites: An account of the third-person effect. Journal of Interactive Advertising 5(1) n.p. Retrieved September 28 2004 from http://www.jiad.org Wänke M. Bless H. & Biller B. (1996). Subjective experience versus content of information in the construction of attitude judgments. Personality and Social Psychology Bulletin 22 1105-1113. Wänke M. Bohner G. & Jurkowitsch. (1997). There are many reasons to drive a BMW: Does imagined ease


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