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