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LEADER 00000cam a2200673 i 4500 
001    on1192487903 
003    OCoLC 
005    20220114043859.0 
006    m     o  d         
007    cr ||||||||||| 
008    200406s2019    gw     fo     100 0 eng d 
015    GBC0F7429|2bnb 
020    3839450519|q(electronic book) 
020    9783839450512|q(electronic book) 
024 7  10.14361/9783839450512|2doi 
035    (OCoLC)1192487903 
037    9783839450512|btranscript Verlag 
040    AUD|beng|erda|epn|cAUD|dYDXIT|dOCLCF|dUKMGB|dN$T|dOCLCO
       |dYDX|dOCLCQ|dOCLCO 
049    RIDW 
050  4 GV1469.3|b.V56 2017 
072  7 SOC052000|2bisacsh 
082 04 794.8|223 
090    GV1469.3|b.V56 2017 
111 2  Clash of Realities|n(8th :|d2017 :|cCologne, Germany).
       |0https://id.loc.gov/authorities/names/no2020108212|eYoung
       Academics Workshop,|jauthor. 
245 10 Violence, perception, video games :|bnew directions in 
       game research : young academics at the clash of realities 
       2017-2018 /|cFederico Alvarez Igarzábal, Michael S. Debus,
       Curtis L. Maughan (eds.). 
264  1 Bielefeld :|bTranscript Verlag,|c[2019] 
300    1 online resource (229 pages). 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
347    text file 
347    |bPDF 
490 1  Studies of digital media culture ;|vvolume 11 
500    Available through DeGruyter. 
505 00 |tFrontmatter --|tContents --|tPreface --|tIntroduction --
       |tReal Violence Versus Imaginary Guns. Why Reframing the 
       Debate on Video Game Violence is Necessary --|tAvatars 
       Don't Kill People, Players Do! Actor-Network-Theory, 
       Mediation, and Violence in Avatar-Based Videogames --|tThe
       (American) Way of Experiencing Video Game Violence --
       |tVideo Game Violence from the Perspective of Cognitive 
       Psychology. Role Identification and Role Distancing in A 
       WAY OUT --|tPlaying Voyeur. Voyeurism and Affect in the 
       Age of Video Games --|tSpectacle of Murder. Over-
       Aestheticized Depiction of Death in Horror Video Games --
       |tDesigning Rituals Instead of Ceremonies. The Meaningful 
       Performance of Violence in Video Games --|tDamage over 
       Time. Structural Violence and Climate Change in Video 
       Games --|tA Cyborg, If You Like. Technological 
       Intentionality in Avatar-Based Single Player Video Games -
       -|tPlayer Perception of Gameworlds and Game Systems: Load 
       Theory as Game Analytic Tool --|tOn Character Analysis and
       Blending Theory. Why You Cried at the End of THE LAST OF 
       US --|tDepression and Digital Games. An Investigation of 
       Existing Uses of Therapy Games --|tPerceived Behaviors of 
       Personality-Driven --|tFrom Pixelated Blood and Fixed 
       Camera Perspectives to VR Experience. Tracing the 
       Diversification of Survival Horror Video Games and Their 
       Altered Mode of Perception --|tSurvival Horror and 
       Masochism. A Digression from the Modern Scopic Regime --
       |tEpiphany Through Kinaesthetics. Unfolding Storyworlds in
       Immersive Analog Spaces --|tAuthors 
520    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. 
546    In English. 
588 0  Online resource; title from PDF title page (publisher's 
       Web site, viewed 06. Apr 2020). 
590    eBooks on EBSCOhost|bEBSCO eBook Subscription Academic 
       Collection - North America 
650  0 Video games.|0https://id.loc.gov/authorities/subjects/
       sh85143202 
650  0 Violence in video games.|0https://id.loc.gov/authorities/
       subjects/sh2007008693 
650  7 Video games.|2fast|0https://id.worldcat.org/fast/1166421 
650  7 Violence in video games.|2fast|0https://id.worldcat.org/
       fast/1744184 
655  4 Electronic books. 
655  7 Video games.|2fast|0https://id.worldcat.org/fast/1726770 
655  7 Conference papers and proceedings.|2lcgft|0https://
       id.loc.gov/authorities/genreForms/gf2014026068 
655  7 Conference papers and proceedings.|2fast|0https://
       id.worldcat.org/fast/1423772 
700 1  Alvarez Igarzábal, Federico,|0https://id.loc.gov/
       authorities/names/no2020027676|eeditor. 
700 1  Debus, Michael S.,|0https://id.loc.gov/authorities/names/
       no2020108211|eeditor. 
700 1  Maughan, Curtis L.,|0https://id.loc.gov/authorities/names/
       no2020108210|eeditor. 
711 2  Clash of Realities|n(9th :|d2018 :|cCologne, Germany).
       |0https://id.loc.gov/authorities/names/no2020108213|eYoung
       Academics Workshop,|jauthor. 
830  0 Studies of digital media culture ;|0https://id.loc.gov/
       authorities/names/no2019126959|vv. 11. 
856 40 |uhttps://rider.idm.oclc.org/login?url=https://
       search.ebscohost.com/login.aspx?direct=true&scope=site&
       db=nlebk&AN=2293656|zOnline ebook via EBSCO. Access 
       restricted to current Rider University students, faculty, 
       and staff. 
856 42 |3Instructions for reading/downloading the EBSCO version 
       of this ebook|uhttp://guides.rider.edu/ebooks/ebsco 
901    MARCIVE 20231220 
948    |d20220127|cEBSCO|tEBSCOebooksacademic NEW 6019|lridw 
994    92|bRID