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Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings
James D Ivory1, Dmitri Williams, Nicole Martins
1Department of Communication, Virginia Polytechnic Institute and State University, Blacksburg, Virginia 24061, USA. jivory@vt.edu
Abstract:
Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games' ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games' sales or platforms.
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