TY - JOUR A1 - Düvel, Pia A1 - Ehmig, Ulrike A1 - McCall, Jeremiah A1 - Unceta Gómez, Luis A1 - Bakogianni, Anastasia A1 - Fischer, Jens A1 - Serrano Lozano, David A1 - Ambühl, Annemarie A1 - Matz, Alicia A1 - Brinker, Wolfram A1 - Mach, Jonas Konstantin A1 - Mancini, Mattia A1 - Werner, Eva ED - Ambühl, Annemarie ED - Carlà-Uhink, Filippo ED - Rollinger, Christian ED - Walde, Christine T1 - Spring Issue T2 - thersites KW - history textbooks KW - textbook research KW - historical consciousness KW - Spartacus KW - slavery KW - history teaching KW - Anfänge der systematischen lateinische Epigraphik KW - Corpus Inscriptionum Latinarum KW - Archiv KW - Reproduktion von Inschriften KW - history KW - video games KW - agents KW - historiography KW - Jonathan Muroya KW - Greek mythology KW - classical reception KW - cartoons Y1 - 2024 U6 - https://doi.org/10.34679/thersites.vol18 SN - 2364-7612 VL - 2024 IS - 18 ER - TY - JOUR A1 - Hartmann, Tilo A1 - Möller, Ingrid A1 - Krause, Christina T1 - Factors underlying male and female use of violent video games JF - New media & society N2 - Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression in video game play than females. Results of a path model based on survey data of 444 respondents and using multi-step multiple mediation analyses confirm these assumptions. Taken together, the findings of this study shed further light on the gender gap in violent video game use. KW - Emotions KW - enjoyment KW - gender KW - guilt KW - media choice KW - media use KW - moral disengagement KW - selective exposure KW - video games KW - violence Y1 - 2015 U6 - https://doi.org/10.1177/1461444814533067 SN - 1461-4448 SN - 1461-7315 VL - 17 IS - 11 SP - 1777 EP - 1794 PB - Sage Publ. CY - London ER - TY - GEN A1 - Hartmann, Tilo A1 - Möller, Ingrid A1 - Krause, Christina T1 - Factors underlying male and female use of violent video games T2 - Postprints der Universität Potsdam : Humanwissenschaftliche Reihe N2 - Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression in video game play than females. Results of a path model based on survey data of 444 respondents and using multi-step multiple mediation analyses confirm these assumptions. Taken together, the findings of this study shed further light on the gender gap in violent video game use. T3 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe - 394 KW - emotions KW - enjoyment KW - gender KW - guilt KW - media choice KW - media use KW - moral disengagement KW - selective exposure KW - video games KW - violence Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-404513 IS - 394 ER -