2006
DOI: 10.1080/17439880601021983
|View full text |Cite
|
Sign up to set email alerts
|

An exploration of adolescents’ perceptions of videogame realism

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

1
41
0

Year Published

2008
2008
2024
2024

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 47 publications
(42 citation statements)
references
References 18 publications
1
41
0
Order By: Relevance
“…In distinguishing between real life and the game world, they focused on actions rather than realism of graphic depictions. These results are consistent with Malliet's (2006) study of perceptions of video game realism among 32 Belgian older teens and young adults; he found that players made nuanced distinctions between the context of the game world and the context of reality.…”
Section: Discussionsupporting
confidence: 87%
See 2 more Smart Citations
“…In distinguishing between real life and the game world, they focused on actions rather than realism of graphic depictions. These results are consistent with Malliet's (2006) study of perceptions of video game realism among 32 Belgian older teens and young adults; he found that players made nuanced distinctions between the context of the game world and the context of reality.…”
Section: Discussionsupporting
confidence: 87%
“…Violent games are also a safe place to experiment with emotions and roles that may be unacceptable in daily life (Jansz, 2005). Interviews with adolescents and young adults suggest that many view violent video games as incorporating realistic situations and consequences (Malliet, 2006). Some researchers posit that older children and adolescents understand that violent video game play is simply a form of play; they distinguish fantasy aggression and violence from real-world behavior that includes intent to harm a real victim (Goldstein, 2001;Malliet, 2006).…”
Section: Electronic Game Play and Healthy Developmentmentioning
confidence: 99%
See 1 more Smart Citation
“…To achieve this perception, the technology needs to be able to mimic or simulate the experience in the bricks-and-mortar environment, in other words to provide an authentic (virtual) reproduction of the offline experience. Hence, the concept of 3D authenticity relates directly to the users' daily lives, depending on the ability of virtual environment to describe something real (Malliet, 2006). Summarizing these arguments, we propose the following hypotheses:…”
mentioning
confidence: 96%
“…The quality of the virtual experience, prompted by the quality of visual effects and functionalities (i.e. high level of interactivity), pushes users to a psychological state where they perceive the environment as authentic (Malliet, 2006). Authenticity is a subjective concept, which users may perceive differently accordingly to the context and their personal attitudes towards the technology.…”
mentioning
confidence: 99%