A Communication Toolbox for Communication Literacy

The following is an excerpt from my book Fractured Fandoms: Contentious Communication in Fan Communities. To read all of the information, you will need to get the book, either from a seller or your local library. [Do not cite this blog post as it is an abridged version of what appears in the book. All…

Digital game players’ preferences: Concluding thoughts

(Part one of this paper can be found with the literature review here, while part two with the method and analysis sections can be found here.  The full paper, with references, can be found here.) DISCUSSION             In undertaking this study, our purpose was to address several questions in regards to our understanding of players’…

Digital game players’ preferences: Analysis of situation and gender

(The literature review for this paper can be found in this previous post.) Study overview As indicated above, our purpose for this study was to enter the literature on gender differences in game playing with two variations on the extant literature.  One of these was to include male and female assessments of game playing gratifications…

Situational and gender comparisons of digital game players’ preferences

This three-part post comes from a 2007 International Communication Association conference paper.  The research was an attempt to understand if gender was as large of a factor in player’s experiences and preferences as specific situations of playing digital games. INTRODUCTION             The digital game industry has become a powerful media and cultural force over the…

So, Why Did the Media Fail You?

[This post comes from a 2005 research proposal studying how the media was perceived as hindering people.  The entire proposal, with full citations and references, can be found here.] Broadcasting or traditional media have been studied by the uses and gratifications perspective (UGP) to uncover the reasons people use traditional media (television, radio, newspapers, even film),…