Violent Games
eBook - ePub

Violent Games

Rules, Realism and Effect

  1. 288 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Violent Games

Rules, Realism and Effect

About this book

It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, " referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence" encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as" violence.

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Yes, you can access Violent Games by Gareth Schott in PDF and/or ePUB format, as well as other popular books in Social Sciences & Media Studies. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover
  2. Half-Title
  3. Series
  4. Title
  5. Dedication
  6. Contents
  7. Acknowledgments
  8. 1  Violence from games
  9. 2  Games as violence
  10. 3  Re-framing games
  11. 4  Indexicality and realism (in action)
  12. 5  Player control, obligation, and orientation
  13. 6  Performativity and violence
  14. 7  Violence as spectacle
  15. 8  Compulsion, cues, and fixed outcomes
  16. Bibliography
  17. Index
  18. Copyright