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“Playing the Movie Directly”: Perceptions of Tobacco Content in Video Games

“Playing the Movie Directly”: Perceptions of Tobacco Content in Video Games CHAPTER 3 “Playing the Movie Directly” Perceptions of Tobacco Content in Video Games Susan R. Forsyth and Ruth E. Malone ABSTRACT Background/aims. Despite visual similarity to films and the presence of tobacco imagery, video games have been overlooked as a vector for conveying tobacco content to adolescents. This qualitative study examined how tobacco content is perceived by adolescents and explored why game designers choose to insert tobacco imagery into games. Methods. Interviews were conducted with video game playing adolescents (n = 20), young adults (n = 28), and game designers (n = 5). Participants recalled games with tobacco imagery, described the imagery and its narrative effect, and discussed potential regula- tion. Interviews were transcribed and analyzed for themes and exemplars. Results. Game designers inserted tobacco content to signify meaning to play- ers. Adolescents understood this messaging, assigning intended meanings to in-game tobacco use. Participants believed that tobacco content was benign. Participants were resistant to regulation of game content, citing artistic freedom. Conclusions. Games including tobacco content create new virtual spaces where adolescents spend time experiencing normalized, acceptable tobacco use. © 2018 Springer Publishing Company http://dx.doi.org/10.1891/0739-6686.36.27 28 ANNUAL REVIEW OF NURSING RESEARCH Tobacco use among adolescents and young adults remains unacceptably high http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Annual Review of Nursing Research Springer Publishing

“Playing the Movie Directly”: Perceptions of Tobacco Content in Video Games

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References (68)

Publisher
Springer Publishing
Copyright
© 2021 Springer Publishing Company
ISSN
0739-6686
eISSN
1944-4028
DOI
10.1891/0739-6686.36.1.27
Publisher site
See Article on Publisher Site

Abstract

CHAPTER 3 “Playing the Movie Directly” Perceptions of Tobacco Content in Video Games Susan R. Forsyth and Ruth E. Malone ABSTRACT Background/aims. Despite visual similarity to films and the presence of tobacco imagery, video games have been overlooked as a vector for conveying tobacco content to adolescents. This qualitative study examined how tobacco content is perceived by adolescents and explored why game designers choose to insert tobacco imagery into games. Methods. Interviews were conducted with video game playing adolescents (n = 20), young adults (n = 28), and game designers (n = 5). Participants recalled games with tobacco imagery, described the imagery and its narrative effect, and discussed potential regula- tion. Interviews were transcribed and analyzed for themes and exemplars. Results. Game designers inserted tobacco content to signify meaning to play- ers. Adolescents understood this messaging, assigning intended meanings to in-game tobacco use. Participants believed that tobacco content was benign. Participants were resistant to regulation of game content, citing artistic freedom. Conclusions. Games including tobacco content create new virtual spaces where adolescents spend time experiencing normalized, acceptable tobacco use. © 2018 Springer Publishing Company http://dx.doi.org/10.1891/0739-6686.36.27 28 ANNUAL REVIEW OF NURSING RESEARCH Tobacco use among adolescents and young adults remains unacceptably high

Journal

Annual Review of Nursing ResearchSpringer Publishing

Published: Dec 1, 2018

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