Violence | Perception | Video Games

New Directions in Game Research

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 J. Ferguson.

Overview Chapters

  1. Frontmatter

    Seiten 1 - 4
  2. Contents

    Seiten 5 - 6
  3. Preface

    Seiten 7 - 10
  4. Introduction

    Seiten 11 - 14
  5. Reframing the Violence and Video Games Debate

    Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary

    Seiten 17 - 28
  6. Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames

    Seiten 29 - 38
  7. The (American) Way of Experiencing Video Game Violence

    Seiten 39 - 52
  8. Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT

    Seiten 53 - 62
  9. The Playing Voyeur. Voyeurism and Affect in the Age of Video Games

    Seiten 63 - 76
  10. The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games

    Seiten 77 - 92
  11. Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games

    Seiten 93 - 104
  12. Damage over Time. Structural Violence and Climate Change in Video Games

    Seiten 105 - 112
  13. Perceiving Video Games

    A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games

    Seiten 115 - 126
  14. Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool

    Seiten 127 - 136
  15. On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US

    Seiten 137 - 150
  16. Depression and Digital Games. An Investigation of Existing Uses of Therapy Games

    Seiten 151 - 170
  17. Perceived Behaviors of Personality-Driven

    Seiten 171 - 184
  18. From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception

    Seiten 185 - 198
  19. Survival Horror and Masochism. A Digression from the Modern Scopic Regime

    Seiten 199 - 212
  20. Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces

    Seiten 213 - 224
  21. Authors

    Seiten 225 - 230
€39.99 * $50.00 *

27 November 2019, 230 pages
ISBN: 978-3-8376-5051-8

Payments in Euro can be made directly with us from destinations worldwide.
Prices incl. VAT. Free delivery within Germany, for other destinations see details.

* = recommended retail price

Recommend it

Federico Alvarez Igarzábal

Federico Alvarez Igarzábal, Institut für Grenzgebiete der Psychologie und Psychohygiene (IGPP) (Freiburg i. Br.), Deutschland

Michael S. Debus

Michael S. Debus, IT University of Copenhagen, Dänemark

Curtis L. Maughan

Curtis L. Maughan, Vanderbilt University, USA

1. Why did You chose this topic?

This book compiles contributions to the Young Academics Workshop at two Clash of Realities conferences. The aim of the 2018 workshop was to move beyond the outdated discussion around the question if video games can cause violent behavior and explore other facets of this topic. The notion of perception was at the center of the 2017 workshop. We chose this topic because the field of game studies tends to focus more often on the medium itself and individual analyses than on the experience of players.

2. What new perspectives does your book offer?

The section on violence explores this topic from several novel angles, including phenomenology, cognitive science, and game design. These papers transcend the discussion that video games can influence violence behavior and move onto more nuanced territory. The contributions on perception offer a wide array of perspectives as well, providing new insights about how players experience video games from disciplines such as psychology, philosophy and mental health.

3. What makes your topic relevant for current research debates?

Abundant studies show that video games do not cause violent behavior, yet politicians and the mass media constantly rekindle this debate. This book is a breath of fresh air for those who are interested in the topic and have grown tired of the current discussion. The topic of perception offers new insights into how player experience can be affected by this medium from disciplines such as psychology or mental health, which are only beginning to explore the effects of video games on perception.

4. Choose one person you would like to discuss your book with!

We would like to discuss our book with young academics and designers who are passionate about the study of video games. We would love to hear their thoughts on the studies presented here and the ways they have used this volume as researchers and makers of games. Ultimately we hope they see this book not only as a helpful research tool, but also as an invitation to take an active role in the development of new pathways in game research.

5. Your book summary in one sentence:

This book is a great resource for those interested in young and fresh takes on the topics of violence and perception in video games.

Book title
Violence | Perception | Video Games New Directions in Game Research
transcript Verlag
kart., Dispersionsbindung, 16 SW-Abbildungen, 3 Farbabbildungen
Commodity Group
SOC052000 SOC051000
Release date
27 November 2019
Popkultur, Medien, Digitalisierung, Gewalt
Game Studies, Psychology, Philosophy, Media Studies
Video Games, Violence, Perception, Psychology, Philosophy, Aesthetics, Media, Popular Culture, Computer Games, Digital Media, Media Studies, Media Aesthetics

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