Violence | Perception | Video Games : : New Directions in Game Research / / ed. by Curtis L. Maughan, Michael S. Debus, Federico Alvarez Igarzábal.

This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Vid...

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Superior document:Title is part of eBook package: De Gruyter DG Plus eBook-Package 2019
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Place / Publishing House:Bielefeld : : transcript Verlag, , [2019]
©2019
Year of Publication:2019
Language:English
Series:Bild und Bit ; 11
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Physical Description:1 online resource (230 p.)
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Other title:Frontmatter --
Contents --
Preface --
Introduction --
Reframing the Violence and Video Games Debate --
Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary --
Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames --
The (American) Way of Experiencing Video Game Violence --
Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT --
The Playing Voyeur. Voyeurism and Affect in the Age of Video Games --
The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games --
Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games --
Damage over Time. Structural Violence and Climate Change in Video Games --
Perceiving Video Games --
A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games --
Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool --
On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US --
Depression and Digital Games. An Investigation of Existing Uses of Therapy Games --
Perceived Behaviors of Personality-Driven --
From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception --
Survival Horror and Masochism. A Digression from the Modern Scopic Regime --
Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces --
Authors
Summary:This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher Ferguson.
Format:Mode of access: Internet via World Wide Web.
ISBN:9783839450512
9783110719567
9783110610765
9783110664232
9783110610130
9783110606485
9783110662771
DOI:10.1515/9783839450512?locatt=mode:legacy
Access:restricted access
Hierarchical level:Monograph
Statement of Responsibility: ed. by Curtis L. Maughan, Michael S. Debus, Federico Alvarez Igarzábal.