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Title: Violence | Perception | Video Games
Sub-title: New Directions in Game Research
Edited by: Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan
ISBN10-13: 3837650510 : 9783837650518
Format: Paperback
Size: 225x148mm
Pages: 230
Weight: .366 Kg.
Published: transcript - November   2019
List Price: 44.99 Pounds Sterling
Availability: In Stock   Qty Available: 2
Subjects: Media studies : Violence in society
This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop â Perceiving Video Games â explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop â Reframing the Violence and Video Games Debate â 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.
Table of Contents:
Preface; Introduction; Reframing the Violence and Video Games Debate; 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; The Playing Voyeur. Voyeurism and Affect in the Age of Video Games; The 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; Perceiving 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.
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