Simon Fraser University Media Analysis Lab Research Reports and publications
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Media Analysis Lab
 

Media Analysis Lab Research

Video Games

Real Fictional Sociality: Agonic Relations in Online Gaming Communities;
2003, Stephen Kline
Next Level Conference, Utrecht

Our objective was to describe the dimensions of “agonic
sociality” that have made multiplayer action adventure games into one of the fastest growing yet most troubling online communities in cyberspace by comparing the experiences of those who play EverQuest or Counterstrike.

Learners, Spectators or Gamers? An Investigation of the Impact of DigitalMedia in the Media Saturated Household;
2002, Stephen Kline

Despite these new communication options, music and television watching have evidently not lost their appeal as traditional forms of entertainment taking up the lion's share of young peoples leisure. Together, watching TV and listening to music are the main forms of entertainment (24 hours per week): downloading music on the net, and listening to it on MP3, have supplemented the radio and phonograph. Moreover teens have in the past, and continue to spend a lot of time maintaining social contact (8 hrs/week for girls and 5 hrs./ week for boys). When young people use the internet it is largely to download music, to chat with friends, to cruise the fan sites, and increasingly to play on-line games (Kline 2001).

 

PC-Bang (Room) Culture: A Study of Korean College Students’ Private
and Public Use of Computers and the Internet

(TRENDS IN COMMUNICATION 11(1), 61–77 ,2003)
Kym Stewart and Hyewon Park Choi

The purpose of this study was to examine how Korean college students use computers within the PC-Bangs as well as at home. Data on media usage and PC-Bang usage patterns was collected from 291 University of Ulsan students. Results suggest that PC-Bangs are used mainly for game playing and have become a male-dominated play space. Female students, however, tended to use computers at home and for other nongaming activities such as chatting and emailing.

 
Media Saturated World

Media Use Audit for BC Teens: Key Findings;
2001, Stephen Kline

We all live in a media saturated world, yet we rarely reflect upon how many hours we spend with media, what our media preferences are, how they differ from others, and our concerns towards the media. This is why we at the Media Analysis Laboratory of Simon Fraser University developed the Media Use Audit for BC Teens . In this second wave of this audit, we surveyed 728 BC teens to explore several key issues and concerns relating to media consumption.

Is it Time to Rethink Media Effects?
Stephen Kline

This paper suggests that the fifty year long debate about youth violence would be better understood as a political struggle over the ‘lifestyle risks' rather than ‘entertainment values' which now pits media corporations against anxiously concerned parents.

Children's Play Culture

Toys as media: young males (3-6) acquisition of prosocial
play scripts for Rescue Hero action toys

2000, Stephen Kline

As the first pro-social action toys to be marketed with a TV programme, Rescue Heroes provide an opportunity to study the impact of communicating pro-social symbolics to this target group steeped in the traditions of action hero play. This research observed the ‘free play’ of thirty young boys between the ages of 3-6 both before and after introduction to the rescue heroes line in order to discover whether
and how the ‘pro-social’ play scripting was communicated to them. By
controlling the child’s exposure to the promotional video material and
prompting parental coaching in the “hands on” condition we sought to
isolate the part that toy design, promotional material and parental
support play in the child’s acquisition and deployment of non-aggressive
play scenes with action toys.


 
 
 
 

To learn about this Risk Reduction Strategy watch this video

Watch this video to learn about teachers' experiences of the project