Our Research:
Current Projects:
Generally, the G.A.M.E.R. Lab investigates the role of video games and other media technologies in society, from their development and content to their effects and they way they are perceived by the public. Some current projects are:
- User-Generated Content in Multiplayer Console Games (Spring 2009-Present).
- Effects of Video Games on Technological Self-Efficacy among Nontraditional Players (Fall 2008-Present).
- Psychological and Physiological Effects of Video Game Control Interface Advancements (Fall 2006-Present).
- Racial Stereotyping in Perceptions of Media Effects (Spring 2007-Present).
Publications:
Some recent and upcoming publications involving video games and media technologies from G.A.M.E.R. Lab staff members include:
- Kalyanaraman, S., & Ivory, J. D. (2009). Enhanced information scent, selective discounting, or consummate breakdown: The psychological effects of Web-based search results. Media Psychology, 12, 295-319.
- Ivory, J. D., Williams, D., Martins, N., & Consalvo, M. (2009). Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings. CyberPsychology and Behavior, 12, 457-460.
- Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: Representations of gender, race, and age in video games. New Media and Society, 11, 815-834.
- Ivory, J. D., & Magee, R. G. (2009). You can't take it with you? Effects of handheld portable media consoles on physiological and psychological responses to video game and movie content. CyberPsychology and Behavior, 12, 291-297.
- Ivory, J. D., & Kalyanaraman, S. (2009). Video games make people violent – Well, maybe not that game: Effects of content and person abstraction on perceptions of violent video games’ effects and support of censorship. Communication Reports, 22, 1-12.
- Ivory, J. D. (2009). Technological developments and transitions in virtual worlds. In D. Heider (Ed.), Living virtually: Researching new worlds (pp. 11-22). New York: Peter Lang Publishing Group. Sample Copy (PDF) (Buy the book in hardcover or paperback from Amazon)
- Ivory, J. D. (2008). The games, they are a changin’: Technological advancements in video games and implications for effects on youth. In P. Jamieson & D. Romer (Eds.), The changing portrayal of adolescents in the media since 1950 (pp. 347-376). New York: Oxford University Press. Sample Copy (PDF) (Buy the Book from Oxford or Amazon)
- Ivory, J. D., & Kalyanaraman, S. (2007). The effects of technological advancement and violent content in video games on players' feelings of presence, involvement, physiological arousal, and aggression. Journal of Communication, 57, 532-555. Unofficial Author Copy (PDF)* *Online distribution of official copy prohibited by publisher: see journal site or email for a manuscript copy--the definitive version of this article is available at www.blackwell-synergy.com)
- Ivory, J. D. (2006). Still a man's game: Gender representation in online reviews of video games. Mass Communication and Society, 9(1), 103-114. Sample Copy (PDF)
Colloquium Series:
The G.A.M.E.R. Lab also sponsors an annual Video Game Research Lunchtime Colloquium Series that allows faculty, students, and staff to join together and share presentations and discussions about research related to video games. |