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
-
Frontmatter
Seiten 1 - 4 -
Contents
Seiten 5 - 6 -
Preface
Seiten 7 - 10 -
Introduction
Seiten 11 - 14 -
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 -
Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames
Seiten 29 - 38 -
The (American) Way of Experiencing Video Game Violence
Seiten 39 - 52 -
Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT
Seiten 53 - 62 -
The Playing Voyeur. Voyeurism and Affect in the Age of Video Games
Seiten 63 - 76 -
The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games
Seiten 77 - 92 -
Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games
Seiten 93 - 104 -
Damage over Time. Structural Violence and Climate Change in Video Games
Seiten 105 - 112 -
Perceiving Video Games
A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games
Seiten 115 - 126 -
Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool
Seiten 127 - 136 -
On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US
Seiten 137 - 150 -
Depression and Digital Games. An Investigation of Existing Uses of Therapy Games
Seiten 151 - 170 -
Perceived Behaviors of Personality-Driven
Seiten 171 - 184 -
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 -
Survival Horror and Masochism. A Digression from the Modern Scopic Regime
Seiten 199 - 212 -
Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces
Seiten 213 - 224 -
Authors
Seiten 225 - 230
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