OU - Faculty and Staff Publications
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Browsing OU - Faculty and Staff Publications by College/Department "College of Arts and Sciences::Department of Communication"
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Item Open Access Beyond hours of video gameplay: Connections between verbal aggressiveness, genre preference, and technology used(2021-02-19) Howe, William T.; Cionea, Ioana A.This research examined how multiple factors (i.e., hours of gameplay, types of gameplay, preferred genre of video games, technology used to play games, and biological sex) were associated with both trait and situational verbal aggressiveness. Cross-sectional data were collected from 435 undergraduate students via an online questionnaire. Results indicated similar patterns to previous literature in that video gameplay hours were positively related to verbal aggressiveness. However, we extended research by also showing that a preference for certain genres and technology used to play video games were also related with both situational and trait verbal aggressiveness. Based on these results, we argue that player choice of genre and technology should be considered when examining the relationship between video games and verbal aggressiveness.Item Open Access Concerning gamer identity: An examination of individual factors associated with accepting the label of gamer(2019-03) Howe, William; Livingston, Dalaki; Lee, Sun KyongThis study examined characteristics of players that self-identified as gamers. Participants (N=476) were asked to complete an online survey and provide information about their video game play. Analyses of the survey responses found support for gamers being younger, men, and playing more. We also found that some of the genres of play and technology used diverged from previous research. The two most surprising findings were that gamers preferred to play on consoles more than on computers, and massive-multiplayer online games were not the most played genre. This paper contributed to research in three ways: previous assumptions surrounding gamer identity and demographics were tested, the genre of games and method of play were examined to refine the definition of a gamer, and the implications of gamer identity were discussed.Item Open Access Manager–employee communication in the# MeToo Era: The role of gender similarity and context ambiguity in ethical leadership(2020) Meeks, Lindsey; Howe, WilliamSexual harassment is a widespread problem in the American workplace. Managers must understand how their employees perceive ethical leadership in this context. This includes current undergraduates—managers’ future employees. Undergraduates are entering the workforce in a climate of heightened awareness due to the #MeToo movement and federally required collegiate sexual violence training. Grounded in scholarship on ethical leadership and feminist standpoint theory, the experiment compares U.S. undergraduates’ perceptions of male and female managers across common workplace scenarios and examines their evaluations of managers’ traits and behaviors. Analysis reveals (a) what manager behavior is deemed ethical, (b) a general preference for female managers, and (c) that women evaluate female managers more positively than male managers. This study’s findings provide important implications for employee–manager communicative exchanges.Item Open Access Social exchange is in the game: Communication and resource flow in an Xbox gaming clan(2018) Howe, William; Lee, Sun KyongThis study examined the international social network of a bounded Battlefield 4 gaming clan considering social exchange theory. We found that more central members of the clan contributed more time and money to the clan than others. In addition, central members of this clan revived other members in-game more often. This study extends social exchange theory from face-to-face interaction to the virtual world, by showing communicative factors that influence online gaming networks, and to game studies by offering results applicable to online gaming clans. This study also shows how gamers engage in various social exchanges and earn central positions within the network in return for their investment of time, money, and communication.Item Open Access Third-party online organizational reviews: Explaining review-and-rating patterns of the United States military and large corporate organizations(2020-05-18) Howe Jr., William T.; Bisel, Ryan S.Virtual spaces are a new and influential means by which present and past organizational members share reviews of their organizational experiences and socialize potential newcomers; however, online reviews can be negative and jeopardize an organization’s image. This investigation employed social identity theory and uncertainty management theory as a means of explaining patterned user ratings of organizational reviews online. In a first study, we content analyzed socialization storytelling about Basic Training on americangrit.com. Statistical analysis revealed that viewers rated stories more highly when the story portrayed the military favorably. In a second study, a content analysis of organizational reviews posted to indeed.com replicated and extended this pattern: Website visitors rewarded positive reviews of U.S. Military branches with higher ratings, while reviews of large corporate organizations (i.e., Apple, Bank of America, Michelin) varied. Implications for theory and practice conclude the paper.