Anthony M. Limperos

Anthony M. Limperos
University of Kentucky | UKY · College of Communications & Information

PhD

About

28
Publications
13,750
Reads
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1,321
Citations
Citations since 2017
9 Research Items
1016 Citations
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2017201820192020202120222023050100150200
2017201820192020202120222023050100150200
2017201820192020202120222023050100150200
Additional affiliations
August 2011 - present
University of Kentucky
Position
  • Professor (Assistant)

Publications

Publications (28)
Article
Full-text available
Using the theoretical constructs of uncertainty and coping as guiding frameworks, this study examines how the online setting (e.g., private direct message or public comment) and type of harassment (i.e., gender harassment, unwanted sexual attention, or sexual coercion) affect younger employees’ sexual harassment experiences on Facebook. Specificall...
Article
Fake news mimics the look of legitimate news articles even if it does not mimic the standards of journalistic reporting. An increase in fake news has developed along with heightened concern about the veracity of news information, which has been highly politicized as fake news. These problems suggest whether standards of journalistic reporting can o...
Article
This study examines audience responses to media portrayals of athlete-perpetrated intimate partner violence (IPV). Participants (N = 569) were randomly assigned to view one of ten video news stories involving an incident of athlete-perpetrated IPV. They reported their perceptions of news story severity, perpetrator responsibility, and victim credib...
Article
This study examined how participants responded to incidents of athlete-perpetrated intimate partner violence in two separate contexts: one featuring an athlete from a league that is at peak popularity among sports audiences (National Football League; NFL) and one featuring an athlete from an up-and-coming league that currently has a lower standing...
Article
On September 8, 2014, a graphic video showing Ray Rice punch and render his fiancée unconscious was released to the public. This event was a catalyst for discussion into how the media cover intimate partner violence (IPV) committed by National Football League (NFL) players. Media frames can shape the way audiences make sense of an issue. As the “Wo...
Article
Distracted driving is a problem on U.S. roadways. Strategic campaigns have tried to curb this behavior with varying success. Researchers are examining how distracted-driving simulators might be useful in helping to combat this epidemic. Participants (N = 193) took part in a pretest/posttest, between-subjects field experiment where they were randoml...
Article
Full-text available
While the virtual environments of online games can foster healthy relationships and strong communities, some online games are also marred by antisocial and offensive behavior. Such behavior, even when relatively rare, influences the interactions and relationships of users in online communities. Thus, understanding the prevalence and nature of antis...
Article
Extensive research has examined the prevalence and potential effects of potentially harmful video game content produced by game developers, such as violence, profanity, and sexualized portrayals, but much less research has systematically examined the large range of potentially problematic content produced by players in increasingly popular online g...
Article
Full-text available
Online environments increasingly serve as contexts for learning. Hence, it is important to understand how student characteristics, such as student computer-mediated communication anxiety (CMCA) affects learning outcomes in mediated classrooms. To better understand how student CMCA may influence student online learning experiences, we tested a propo...
Article
Objective: Although it is generally understood that exergames can be beneficial, more research is needed to understand how in-game experiences influence enjoyment and the likelihood for continued use of these types of games. Therefore, the objective of this research is to understand how player performance in an exergame affects psychological respo...
Article
The bulk of instructional communication research to date examines communication among teachers and students in conventional classroom contexts. Although past and present research is prolific and informative, it is also somewhat limiting. With a specific unifying focus on affective, cognitive, and behavioral learning as outcome variables, we begin t...
Article
Full-text available
Recent advances in commercial gaming technology include stereoscopic 3D presentation. This experiment employed a mixed factorial design to explore the effects of game display format (2D; 3D), frequency of game play (weekly; non-weekly), and participant gender (male; female) on feelings of presence and arousal among participants playing a handheld r...
Article
Full-text available
This study investigates disposition-formation processes in entertainment by predicting perceptions of media heroes and villains by their behavior in specific moral domains. Participants rated self-selected heroes and villains from television and film along the moral domains of care, fairness, loyalty, authority, and purity (Haidt & Joseph, 20079....
Article
This research seeks to understand how people perceive and respond to structural factors and different types of disclosure on Facebook when evaluating the profile of someone they have never met offline. Using a 2 x 3 x 2 between-subjects experimental design, this research explored the relationship between friend adding (add; no add), levels of self-...
Article
Many studies have investigated how commercial exergames can be used to increase physical activity and energy expenditure, but relatively few have focused on understanding if these games can impact learning of exercise behavior. The objective of this research is to understand how features of mediated exercise technologies can impact learning of exer...
Article
This article responds to recent calls for conceptual and methodological refinement, issued by uses-and-gratifications scholars (Rubin, 200944. Rubin , A. M. 2009. “The uses-and-gratifications perspective on media effects.”. In Media effects: Advances in theory and research , 3rd ed. Edited by: Bryant , J. and Oliver , M. B. 165–184. New York, NY...
Article
Using a 2 × 2 experiment, this study tests whether disposition theory can be applied to the processing and enjoyment of video games. Specifically, we test how the interaction of the severity of a crime and the punishment administered to a criminal by the player character affect satisfaction, guilt, and enjoyment. Results show effects on satisfactio...
Article
Full-text available
Research involving the uses and effects of video games has been published for nearly three decades. Despite the medium’s rich potential for a broad range of societal applications and effects, the bulk of communication research dealing with video games has focused on a relatively narrow range of conceptual problems. This chapter presents an analysis...
Chapter
The purpose of this chapter is to provide an overview of scholarship on effects of media communication. To organize this vast literature, this chapter highlights three broad classes of effects: those that reflect cumulative, gradual exposure to messages; those that occur in the immediate viewing context; and those related to audience use, interpret...
Article
Prior research suggests that video game features that appear natural or that otherwise allow players to identify with their in-game experience will promote enjoyment. Using a 2 × 2 experiment, this study demonstrates the positive effects of a steering-wheel controller and the opportunity to customize the driven vehicle on enjoyment of a console dri...
Article
As marketers invest more and more money into in-game brand placements, little research has tested the effects of videogame customization and controller type in relation to advertising effects, even though these factors have demonstrated importance in other areas of gaming research. Results from an experiment show that game customization significant...
Article
Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of fl...
Article
Although Facebook is primarily known for building and maintaining relationships, the 2008 presidential election highlighted this social networking website as a viable tool for political communication. In fact, during primary season until Election Day in 2008, Facebook users created more than 1,000 Facebook group pages that focused on Barack Obama a...
Article
Typescript. Thesis (M.A.)--Kent State University, 2006. Includes bibliographical references (leaves 75-78).

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