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Virtual Cultivation: Online Worlds, Offline Perceptions.

. Journal of Communication, 56 (1): p69 - 87 (20060301)

Abstract

The first longitudinal, controlled experiment of a video game explored the presence of cultivation effects due to play. Over the course of 1 month, participants in an online game changed their perceptions of real-world dangers. However, these dangers only corresponded to events and situations found in the game world, not other real-world crimes. This targeted finding is at odds with the broader spreading activation postulated by some cultivation researchers. The results, their implications for theory, and the study of games are discussed. ABSTRACT FROM AUTHOR Copyright of Journal of Communication is the property of Blackwell Publishing Limited and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original publishe

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