|
[1]
|
廖中鸣, 胡江伟, 姜小凌(2022). 狂欢、区隔与抵抗: 游戏圈“梗”的批评性话语分析. 当代青年研究, (5), 42-48.
|
|
[2]
|
马雪英(2014). 90年代以来女性家族小说叙述声音研究. 硕士学位论文, 温州: 温州大学.
|
|
[3]
|
彭嘉雯, 王静懿, 杨雪芳, 宋文静(2023). 游戏理论视域下女大学生恋爱价值观的引导与传播策略研究——基于乙女游戏群体的个案考察. 新闻研究导刊, (1), 97-100.
|
|
[4]
|
吴玥, 孙源南, 朱宁, 师晓炜(2020). 乙女类电子游戏对女性玩家理想恋爱观的影响. 青年研究, (4), 56-70 96.
|
|
[5]
|
于奇赫(2023). 作为游戏的数字艺术带来了什么. 文汇报(版次: 12版).
|
|
[6]
|
Bandura, A. (2001). Social Cognitive Theory of Mass Communication. Media Psychology, 3, 265-299.[CrossRef]
|
|
[7]
|
Bond, B. J., & Drogos, K. L. (2014). Sex on the Shore: Wishful Identification and Parasocial Relationships as Mediators in the Relationship between Jersey Shore Exposure and Emerging Adults’ Sexual Attitudes and Behaviors. Media Psychology, 17, 102-126.[CrossRef]
|
|
[8]
|
Brown, W. J. (2015). Examining Four Processes of Audience Involvement with Media Personae: Transportation, Parasocial Interaction, Identification, and Worship. Communication Theory, 25, 259-283.[CrossRef]
|
|
[9]
|
Chung, J. E. (2014). Medical Dramas and Viewer Perception of Health: Testing Cultivation Effects. Human Communication Research, 40, 333-349.[CrossRef]
|
|
[10]
|
Cohen, J. (2001). Defining Identification: A Theoretical Look at the Identification of Audiences with Media Characters. Mass Communication & Society, 4, 245-264.[CrossRef]
|
|
[11]
|
Cohen, J., & Holbert, R. L. (2018). Assessing the Predictive Value of Parasocial Relationship Intensity in a Political Context. Communication Research, 48, 501-526.[CrossRef]
|
|
[12]
|
ESA (2017). 2017 Essential Facts about the Computer and Video Game Industry.
|
|
[13]
|
Eyal, K., & Te’eni-Harari, T. (2013). Explaining the Relationship between Media Exposure and Early Adolescents’ Body Image Perceptions: The Role of Favorite Characters. Journal of Media Psychology: Theories, Methods, and Applications, 25, 129-141.[CrossRef]
|
|
[14]
|
Feilitzen, C. & Linné, O. (1975). Identifying with Television Characters. Journal of Communication, 25, 51-55.[CrossRef] [PubMed]
|
|
[15]
|
Galbraith, P. W. (2011). Bishojo Games: “Techno-Intimacy” and the Virtually Human in Japan. Game Studies, 11, 31-34.
|
|
[16]
|
Gerbner, G., & Gross, L. (1976). Living with Television: The Violence Profile. Journal of Communication, 26, 172-199.[CrossRef] [PubMed]
|
|
[17]
|
Gerbner, G., Gross, L., Morgan, M., Signorielli, N., & Shanahan, J. (2002). Growing up with Television: Cultivation Processes. In Media Effects (pp. 53-78). Routledge.[CrossRef]
|
|
[18]
|
Giles, D. C. (2002). Parasocial Interaction: A Review of the Literature and a Model for Future Research. Media Psychology, 4, 279-305.[CrossRef]
|
|
[19]
|
Hartmann, T., & Klimmt, C. (2006). Gender and Computer Games: Exploring Females’ Dislikes. Journal of Computer-Mediated Communication, 11, 910-931.[CrossRef]
|
|
[20]
|
Hetsroni, A. (2012). Associations between Television Viewing and Love Styles: An Interpretation Using Cultivation Theory. Psychological Reports, 110, 35-50.[CrossRef]
|
|
[21]
|
Hoffner, C. A., & Cohen, E. L. (2018). Mental Health-Related Outcomes of Robin Williams’ Death: The Role of Parasocial Relations and Media Exposure in Stigma, Help-Seeking, and Outreach. Health Communication, 33, 1573-1582.[CrossRef] [PubMed]
|
|
[22]
|
Horton, D., & Wohl, R. R. (1956). Mass Communication and Para-Social Interaction. Psychiatry, 19, 215-229.[CrossRef] [PubMed]
|
|
[23]
|
Ivory, J. D. (2013). Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches. Review of Communication Research, 1, 31-68.[CrossRef]
|
|
[24]
|
Katz, E., Liebes, T., & Berko, L. (1992). On Commuting between Television Fiction and Real Life. Quarterly Review of Film and Video, 14, 157-178.[CrossRef]
|
|
[25]
|
Kim, H. (2009). Women’s Games in Japan: Gendered Identity and Narrative Construction. Theory, Culture & Society, 26, 165-188.[CrossRef]
|
|
[26]
|
Lee, S.-Y., Chen, Y.-S., & Harmon, M. (2016). Reality TV, Materialism, and Associated Consequences: An Exploration of the Influences of Enjoyment and Social Comparison on Reality TV’s Cultivation Effects. Atlantic Journal of Communication, 24, 228-241.[CrossRef]
|
|
[27]
|
Lippman, J. R., Ward, L. M., & Seabrook, R. C. (2014). Isn’t It Romantic? Differential Associations between Romantic Screen Media Genres and Romantic Beliefs. Psychology of Popular Media Culture, 3, 128-140.[CrossRef]
|
|
[28]
|
Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years. Journal of Communication, 66, 564-584.[CrossRef]
|
|
[29]
|
Morgan, M., & Shanahan, J. (2010). The State of Cultivation. Journal of Broadcasting & Electronic Media, 54, 337-356.[CrossRef]
|
|
[30]
|
Morgan, M., & Shanahan, J. (2017). Television and the Cultivation of Authoritarianism: A Return Visit from an Unexpected Friend. Journal of Communication, 67, 424-444.[CrossRef]
|
|
[31]
|
Morgan, M., Shanahan, J., & Signorielli, N. (2015). Yesterday’s New Cultivation, Tomorrow. Mass Communication and Society, 18, 674-699.[CrossRef]
|
|
[32]
|
Perse, E. M., & Rubin, R. B. (1989). Attribution in Social and Parasocial Relationships. Communication Research, 16, 59-77.[CrossRef]
|
|
[33]
|
Potter, W. J. (2014). A Critical Analysis of Cultivation Theory. Journal of Communication, 64, 1015-1036.[CrossRef]
|
|
[34]
|
Rubin, A. M., & Perse, E. M. (1987). Audience Activity and Soap Opera Involvement a Uses and Effects Investigation. Human Communication Research, 14, 246-268.[CrossRef]
|
|
[35]
|
Scharrer, E., & Blackburn, G. (2018). Is Reality TV a Bad Girls Club? Television Use, Docusoap Reality Television Viewing, and the Cultivation of the Approval of Aggression. Journalism & Mass Communication Quarterly, 95, 235-257.[CrossRef]
|
|
[36]
|
Shanahan, J., & Morgan, M. (1999). Television and Its Viewers: Cultivation Theory and Research. Cambridge University Press.[CrossRef]
|
|
[37]
|
Sherry, J. L. (2001). The Effects of Violent Video Games on Aggression: A Meta-Analysis. Human Communication Research, 27, 409-431.[CrossRef]
|
|
[38]
|
Shrum, L. J., Lee, J., Burroughs, J. E., & Rindfleisch, A. (2011). An Online Process Model of Second-Order Cultivation Effects: How Television Cultivates Materialism and Its Consequences for Life Satisfaction. Human Communication Research, 37, 34-57.[CrossRef]
|
|
[39]
|
Song, W., & Fox, J. (2016). Playing for Love in a Romantic Video Game: Avatar Identification, Parasocial Relationships, and Chinese Women’s Romantic Beliefs. Mass Communication and Society, 19, 197-215.[CrossRef]
|
|
[40]
|
Tanes, Z., & Cemalcilar, Z. (2010). Learning from SimCity: An Empirical Study of Turkish Adolescents. Journal of Adolescence, 33, 731-739.[CrossRef] [PubMed]
|
|
[41]
|
Tomkinson, S., & Harper, T. (2015). The Position of Women in Video Game Culture: Perez and Day’s Twitter Incident. Continuum, 29, 617-634.[CrossRef]
|
|
[42]
|
Trepte, S., Reinecke, L., & Behr, K.-M. (2009). Creating Virtual Alter Egos or Superheroines? Gamers’ Strategies of Avatar Creation in Terms of Gender and Sex. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 1, 52-76.[CrossRef]
|
|
[43]
|
Tukachinsky, R., & Dorros, S. M. (2018). Parasocial Romantic Relationships, Romantic Beliefs, and Relationship Outcomes in USA Adolescents: Rehearsing Love or Setting Oneself up to Fail? Journal of Children and Media, 12, 329-345.[CrossRef]
|
|
[44]
|
Van Mierlo, J., & Van den Bulck, J. (2004). Benchmarking the Cultivation Approach to Video Game Effects: A Comparison of the Correlates of TV Viewing and Game Play. Journal of Adolescence, 27, 97-111.[CrossRef] [PubMed]
|
|
[45]
|
Williams, D. (2006). Virtual Cultivation: Online Worlds, Offline Perceptions. Journal of Communication, 56, 69-87.[CrossRef]
|
|
[46]
|
Yang, F., Salmon, C. T., Pang, J. S., & Cheng, W. J. (2015). Media Exposure and Smoking Intention in Adolescents: A Moderated Mediation Analysis from a Cultivation Perspective. Journal of Health Psychology, 20, 188-197.[CrossRef] [PubMed]
|