Description |
1 online resource (229 pages). |
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text file |
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PDF |
Series |
Studies of digital media culture ; volume 11
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Studies of digital media culture ; v. 11.
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Contents |
Frontmatter -- Contents -- Preface -- Introduction -- 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 -- Playing Voyeur. Voyeurism and Affect in the Age of Video Games -- 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 -- 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. |
Note |
Available through DeGruyter. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Language |
In English. |
Subject |
Video games.
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Video games. |
Genre/Form |
Video games.
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Subject |
Violence in video games.
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Violence in video games. |
Genre/Form |
Electronic books.
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Conference papers and proceedings.
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Conference papers and proceedings.
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Added Author |
Alvarez Igarzábal, Federico, editor.
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Debus, Michael S., editor.
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Maughan, Curtis L., editor.
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Clash of Realities (9th : 2018 : Cologne, Germany). Young Academics Workshop,
author.
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ISBN |
3839450519 (electronic book) |
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9783839450512 (electronic book) |
Standard No. |
10.14361/9783839450512 |
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