Show simple item record

dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorHakemulder, F.
dc.contributor.authorCoumou, A.
dc.date.accessioned2012-09-07T17:01:16Z
dc.date.available2012-09-07
dc.date.available2012-09-07T17:01:16Z
dc.date.issued2012
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/21410
dc.description.abstractFrom the idea that a narrative can be absorbing, bring about a transporting experience, make the spectator identify with characters and in turn experience the narrative as realistic comes our main hypothesis that perceived realism can affect real-world beliefs. We subjected our 70 participants to a questionnaire exploring this and two supporting hypotheses, making use of the individual's memories of a favourite series or video game. We then explored our results using multiple regression and came to mixed yet interesting and revealing conclusions, both for our hypotheses and as well for the mediumspecifc aspects of the process we propose.
dc.description.sponsorshipUtrecht University
dc.format.extent308423 bytes
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleI know from personal experience that it's true! How perceived realism in video games and television series may affect real-world beliefs.
dc.type.contentBachelor Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsAbsorption, Real-world beliefs, Television Series, Video Games, Identification, Realism, Reality, Believability
dc.subject.courseuuTheater-, film- en televisiewetenschap


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record