A civic potential for video games? Linking the social, achievement and immersion motivations to use games with online political participation and political decision-making

Dalisay, F., Kushin, M., Somera, L., Forbes, A., Kim, J., and David, C. (2016) A civic potential for video games? Linking the social, achievement and immersion motivations to use games with online political participation and political decision-making. In: [Presented at the 2016 Association for Education in Journalism and Mass Communication Conference]. From: AEJMC 2016: Association for Education in Journalism and Mass Communication Conference: innovate, integrate, engage, 4-7 August 2016, Minneapolos, MN, USA.

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Abstract

A survey of college students in Australia, the Philippines, South Korea, and the U.S. (Guam, Hawaii, continental) (N = 801) was conducted to examine links between motivations to play video games, online political participation, and political decision-making. Findings suggest using games for achieving, socializing, and immersing is tied with increases in online political participation. Using games to achieve is positively linked with efficacy and skepticism; using games to achieve and immerse was inversely linked with apathy.

Item ID: 44709
Item Type: Conference Item (Presentation)
Keywords: video gaming, online political participation
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Date Deposited: 24 Aug 2016 00:57
FoR Codes: 20 LANGUAGE, COMMUNICATION AND CULTURE > 2001 Communication and Media Studies > 200102 Communication Technology and Digital Media Studies @ 100%
SEO Codes: 97 EXPANDING KNOWLEDGE > 970120 Expanding Knowledge in Language, Communication and Culture @ 100%
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