Authors
Dmitri Williams
Publication date
2006/3/1
Journal
Journal of communication
Volume
56
Issue
1
Pages
69-87
Publisher
Oxford University Press
Description
The first longitudinal, controlled experiment of a video game explored the presence of cultivation effects due to play. Over the course of 1 month, participants in an online game changed their perceptions of real-world dangers. However, these dangers only corresponded to events and situations found in the game world, not other real-world crimes. This targeted finding is at odds with the broader spreading activation postulated by some cultivation researchers. The results, their implications for theory, and the study of games are discussed.
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