Template-Type: ReDIF-Article 1.0
Title: Experiencing the Call of Duty: Exploring Emotions in Commercial War Games
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8667
File-Format: text/html
DOI: 10.17645/mac.8667
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8667
Author-Name: Joseph Pattison
Author-Workplace-Name: Department of Social Sciences, Northumbria University, UK
Abstract: This article explores how players interpret and reflect on themes in mainstream war videogames, specifically the Call of Duty franchise. Scholars have long focused on the ideological content of war games, which is marked by increased collusion of military institutions with the gaming industry and assumptions about the influential capabilities of war games, in which player agency is often downplayed. This study builds on Lenoir and Caldwell’s (2018) observations that the interpretation of mainstream franchises should focus more on their attempts to create an “affective framework” that emphasises certain emotions in players. Through a thematic analysis of semi-structured interviews with 25 participants, this study found that participants outlined their discomfort in certain missions, to the point where they even altered their playstyle, suggesting that players often reflect critically on the aspects of war these games explore. This article concludes that mainstream franchises, like Call of Duty, should be considered complex cultural artefacts consisting of various layers of meaning. Rather than directly transmitting militaristic ideologies, these games craft an emotional aesthetic capable of exploring more controversial aspects of war. The key to understanding these franchises lies directly with the players themselves, which is why audiences should be treated as conscious agents who play an active role in drawing meaning from such an aesthetic.
Keywords: affect; audience research; Call of Duty; commercial war games; emotion; military; videogames
Handle: RePEc:cog:meanco:v13:y:2025:a:8667
Template-Type: ReDIF-Article 1.0
Title: Dive Into the Past: Chinese Intangible Cultural Heritage Represented in Chinese Mobile Games
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8749
File-Format: text/html
DOI: 10.17645/mac.8749
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8749
Author-Name: Yixiang Que
Author-Workplace-Name: Department of Media and Communication, Erasmus University Rotterdam, The Netherlands
Author-Name: Teresa de La Hera
Author-Workplace-Name: Department of Media and Communication, Erasmus University Rotterdam, The Netherlands
Author-Name: Jeroen Jansz
Author-Workplace-Name: Department of Media and Communication, Erasmus University Rotterdam, The Netherlands
Abstract: This study delves into the representation of intangible Chinese cultural heritage in Chinese mobile games. Nowadays, even with huge economic potential, Chinese mobile games are still faced with negative comments, especially from parents. To develop their reputation, Chinese mobile games have portrayed considerate Chinese intangible cultural heritage (ICH). The representation of cultural heritage in video games has been a subject of discussion for a long time, while console and computer games and tangible cultural heritage have been at the centre of academic studies. Hence, we strived to investigate how Chinese ICH is depicted in Chinese mobile games. A thematic analysis was conducted on data collected through analytical gameplay of 30 Chinese mobile games selected from Apple’s App Store and the Chinese TapTap platform. Our analysis indicates that Chinese ICH is represented in Chinese mobile games to fulfil the persona of game characters, to create a more engaging and immersive game world experience, to provide more intense combat moments, to offer visually enjoyable virtual goods, and to deliver culturally driven updates during traditional festivals. Among the various forms of Chinese ICH, Chinese traditional craftsmanship is found to be used most frequently because of the huge effort it requires to be mastered, which could be educational to players. Theatrical traditions were found to be depicted in most game elements because they combine visual, audio, and motional elements. Lastly, folk and classical literature is portrayed in Chinese mobile games to provide a narrative resource that culturally resonates with players.
Keywords: Chinese culture; Chinese mobile games; intangible cultural heritage; cultural heritage representation
Handle: RePEc:cog:meanco:v13:y:2025:a:8749
Template-Type: ReDIF-Article 1.0
Title: “I bet she’s ‘not like other girls’”: Discursive Construction of the Ideal Gaming Woman on r/GirlGamers
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8802
File-Format: text/html
DOI: 10.17645/mac.8802
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8802
Author-Name: Maria Ruotsalainen
Author-Workplace-Name: Department of Music, Art and Culture Studies, University of Jyväskylä, Finland
Author-Name: Mikko Meriläinen
Author-Workplace-Name: Tampere University Game Research Lab, Tampere University, Finland
Abstract: Research on women and hostile behaviour in video games has largely focused on women as victims rather than perpetuators of hostile behaviour. In this study, by utilizing discourse analysis, we examine how women’s hostile behaviour is discussed in the subreddit r/GirlGamers, and how the ideal gaming woman is discursively constructed in these discussions.
Keywords: female gamers; gender; hostile behaviour; online games; Reddit
Handle: RePEc:cog:meanco:v13:y:2025:a:8802
Template-Type: ReDIF-Article 1.0
Title: Contemporary Political Discourse in Digital Games: A Systematic Approach
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8689
File-Format: text/html
DOI: 10.17645/mac.8689
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8689
Author-Name: Jenniffer Soto de la Cruz
Author-Workplace-Name: Department of Philology, Communication, and Documentation, University of Alcalá, Spain
Author-Name: Sara Cortés Gómez
Author-Workplace-Name: Department of Philology, Communication, and Documentation, University of Alcalá, Spain
Author-Name: Pilar Lacasa
Author-Workplace-Name: Department of Philology, Communication, and Documentation, University of Alcalá, Spain
Abstract: This study reviews existing literature on how video games are being used to convey contemporary political discourse. Digital games, as meaningful cultural artifacts, have become a communication medium in their own right. They can serve as social mirrors, framing contemporary reality through metaphors that represent and recreate transcendent events or social facts through immersive experiences. Likewise, video games have played a significant role in shaping our current politics and culture. This article seeks to answer the research question: How has contemporary political discourse been explored through digital games in academic literature? To do so, we conducted a systematic literature review following the SALSA (search, appraisal, synthesis, and analysis) framework. We identified N = 25 journal articles written in English and Spanish, published between January 2013 and September 2023. We found that first-person shooter games were the most frequently discussed game genre in the academic literature, followed by newsgames. We propose a new method for categorizing political messages in digital games, which we have called the PRICE dimensions model (participation, representation, ideology, conflict, and education). The studied papers were classified into five main thematic groups: (a) video games as a tool for digital propaganda; (b) video games aiming to raise awareness of political issues; (c) games and gamification elements for radicalization; (d) game design that justifies, minimizes, or downplays violence; and (e) players’ role in conveying political messages.
Keywords: digital games; first-person shooters; newsgames; political communication; political discourse; political games
Handle: RePEc:cog:meanco:v13:y:2025:a:8689
Template-Type: ReDIF-Article 1.0
Title: Amplifying Player Experience to Facilitate Prosocial Outcomes in a Narrative-Based Serious Game
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8637
File-Format: text/html
DOI: 10.17645/mac.8637
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8637
Author-Name: Lewen Wei
Author-Workplace-Name: School of the Arts and Media, University of New South Wales, Australia
Author-Name: Mike Schmierbach
Author-Workplace-Name: Donald P. Bellisario College of Communications, Pennsylvania State University, USA
Author-Name: Bingjie Liu
Author-Workplace-Name: School of Communication, The Ohio State University, USA
Author-Name: Jin Kang
Author-Workplace-Name: School of Information Technology, Carleton University, Canada
Author-Name: Cheng Chen
Author-Workplace-Name: School of Communications, Elon University, USA
Author-Name: Frank E. Dardis
Author-Workplace-Name: Donald P. Bellisario College of Communications, Pennsylvania State University, USA
Author-Name: Ryan Tan
Author-Workplace-Name: College of Journalism and Mass Communications, University of Nebraska – Lincoln, USA
Author-Name: Olivia Cohen
Author-Workplace-Name: Lew Klein College of Media and Communication, Temple University, USA
Abstract: The rise and development of serious games have shown promise in addressing critical social issues, including school bullying. However, prior work often compares game-based interventions with the conventional non-game approach, failing to generate insights about which game features should be emphasized to create more effective games. To bridge this research gap, in light of video games’ advantages for creating immersive experiences that benefit persuasion, we created a narrative-based serious game addressing school bullying and conducted two studies (Study 1, N = 130; Study 2, N = 250) to explore the persuasive effects of two game features, respectively player–avatar similarity and in-game control, on player experience (including player–avatar identification, narrative engagement, and empathy) and prosocial intention. We found mixed results subject to player perspective such that only when players took the bully’s perspective did one of the game features—in-game control—successfully create the intended empathy via amplified narrative engagement toward the desirable prosocial intention.
Keywords: empathy; in-game control; narrative engagement; player–avatar identification; player–avatar similarity; prosocial intention; serious game
Handle: RePEc:cog:meanco:v13:y:2025:a:8637
Template-Type: ReDIF-Article 1.0
Title: Parasocial Interactions in Otome Games: Emotional Engagement and Parasocial Intimacy Among Chinese Female Players
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8662
File-Format: text/html
DOI: 10.17645/mac.8662
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8662
Author-Name: Hao Gao
Author-Workplace-Name: School of Journalism and Communication, Nanjing Normal University, China
Author-Name: Ruoqing Guo
Author-Workplace-Name: School of Journalism and Communication, Nanjing Normal University, China
Author-Name: Qingqing You
Author-Workplace-Name: Television School, Communication University of China, China
Abstract: This study conducts qualitative research on female players of otome games, exploring the mechanisms of romantic relationship formation within these games and their impact on perceptions of real-life intimate relationships. The findings reveal that the parasocial romantic relationships formed in otome games are not entirely detached from reality; instead, they are embedded in daily life through game interaction mechanisms and the players’ internalized imagination, thereby influencing the reconstruction of real-life intimate relationships. Female players show a high degree of acceptance and immersion in these romantic relationships, focusing on the emotional support provided by male characters. These relationships play a positive role in fulfilling emotional needs, regulating negative emotions, constructing self-identity, and redefining perceptions of intimacy. The intangibility of physical contact remains the only significant shortcoming, as perceived by a minority of players, pointing to a primary direction for the future development of otome games.
Keywords: emotional feedback; otome games; parasocial relationships; parasocial romantic relationships; video games; self-perception
Handle: RePEc:cog:meanco:v13:y:2025:a:8662
Template-Type: ReDIF-Article 1.0
Title: FABLE: A New Horizon in Digital Learning and Serious Game Design
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8647
File-Format: text/html
DOI: 10.17645/mac.8647
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8647
Author-Name: Salvador Reyes-de-Cózar
Author-Workplace-Name: Department of Communication and Education, Universidad Loyola Andalucía, Spain
Author-Name: Alba Merino-Cajaraville
Author-Workplace-Name: Department of Communication and Education, Universidad Loyola Andalucía, Spain
Abstract: Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic-pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic-pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game.
Keywords: educational technology; game-based learning; ICT; interactive learning; serious games; video games
Handle: RePEc:cog:meanco:v13:y:2025:a:8647
Template-Type: ReDIF-Article 1.0
Title: Sympathy for the Devil: Serial Mediation Models for Toxicity, Community, and Retention
File-URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/8676
File-Format: text/html
DOI: 10.17645/mac.8676
Journal: Media and Communication
Volume: 13
Year: 2025
Number: 8676
Author-Name: Mingxuan Liu
Author-Workplace-Name: Department of Communication, University of Macau, China
Author-Name: Jack Lipei Tang
Author-Workplace-Name: Department of Advertising and Public Relations, The University of Alabama, USA
Author-Name: Dmitri Williams
Author-Workplace-Name: Annenberg School for Communication and Journalism, University of Southern California, USA
Abstract: Disruptive behaviors in online gaming communities are a growing concern, affecting player experience, retention, and well-being. While previous research has primarily focused on the victims’ experiences, this study examines the psychological mechanisms underlying the attitudinal and behavioral responses to both encountering disruptive behaviors and being flagged for such behaviors, as well as the effects on retention. The study retrieved longitudinal telemetry records of player reporting and gameplay data from the North American server of a popular competitive player vs. player multiplayer online game, coupled with a psychometric survey of a randomly selected sample of 1,217 players. Based on the rejection-disidentification model, this research identifies a shared pathway for both reporting and being reported for disruptive behavior. Our findings support a serial mediation model where both experiences are linked to decreased player engagement. This reduced engagement, reflected in diminished participation in game battles over time, is mediated by perceived discrimination and a reduced sense of community. Moreover, drawing on the concept of procedural justice from the group engagement model, the study delineates unique pathways for the disengagement process for reporters and those reported. Being flagged for disruptive behavior leads to a significant drop in sustained engagement through a decreased sense of community, which is not the case for reporting disruptive behavior. The article concludes with a discussion of the theoretical and practical implications of these findings.
Keywords: disruptive gaming behavior; gaming toxicity; online gaming community; online video games; player engagement; procedural justice; sense of community
Handle: RePEc:cog:meanco:v13:y:2025:a:8676