TY - JOUR
T1 - “I did it without hesitation. Am I the bad guy?”
T2 - Online conversations in response to controversial in-game violence
AU - Bowman, Nicholas David
AU - Bowen, Daniel A.
AU - Mercado, Melissa C.
AU - Resignato, Lindsey Jean
AU - de Villemor Chauveau, Philippe
N1 - Publisher Copyright:
© The Author(s) 2022.
PY - 2024/4
Y1 - 2024/4
N2 - Video game content has evolved over the last six decades, from a basic focus on challenge and competition to include more serious and introspective narratives capable of encouraging critical contemplation within gamers. The “No Russian” mission from Call of Duty: Modern Warfare 2 casts players as terrorists responsible for the murder of innocent bystanders, sparking debate around how players engage and react to wanton violence in modern video games. Through thematic analysis of 649 Reddit posts discussing the mission, 10 themes emerged representing complexity in player experiences. Those themes were grouped into categories representing (descending order), (1) rote gameplay experiences, (2) dark humor, (3) comparing the mission to other games and real-world events, and (4) self-reflective eudaimonic reactions to the mission. Although less common, the presence of eudaimonic media effects (in at least 15% of posts) holds promise for the use of video games as reflective spaces for violence prevention.
AB - Video game content has evolved over the last six decades, from a basic focus on challenge and competition to include more serious and introspective narratives capable of encouraging critical contemplation within gamers. The “No Russian” mission from Call of Duty: Modern Warfare 2 casts players as terrorists responsible for the murder of innocent bystanders, sparking debate around how players engage and react to wanton violence in modern video games. Through thematic analysis of 649 Reddit posts discussing the mission, 10 themes emerged representing complexity in player experiences. Those themes were grouped into categories representing (descending order), (1) rote gameplay experiences, (2) dark humor, (3) comparing the mission to other games and real-world events, and (4) self-reflective eudaimonic reactions to the mission. Although less common, the presence of eudaimonic media effects (in at least 15% of posts) holds promise for the use of video games as reflective spaces for violence prevention.
KW - Entertainment theory
KW - Reddit
KW - eudaimonia
KW - guilt
KW - video game violence
KW - violence prevention
UR - http://www.scopus.com/inward/record.url?scp=85129147234&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85129147234&partnerID=8YFLogxK
U2 - 10.1177/14614448221078865
DO - 10.1177/14614448221078865
M3 - Article
AN - SCOPUS:85129147234
SN - 1461-4448
VL - 26
SP - 2315
EP - 2335
JO - New Media and Society
JF - New Media and Society
IS - 4
ER -