Violence, perception, video games :: new directions in game research : young academics at the clash of realities 2017-2018 /
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 Vid...
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Weitere Verfasser: | , , |
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Format: | Elektronisch Tagungsbericht E-Book |
Sprache: | English |
Veröffentlicht: |
Bielefeld :
Transcript Verlag,
[2019]
|
Schriftenreihe: | Studies of digital media culture ;
v. 11. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | Available through DeGruyter. |
Beschreibung: | 1 online resource (229 pages) |
ISBN: | 3839450519 9783839450512 |
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505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Preface -- |t Introduction -- |t Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary -- |t Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames -- |t The (American) Way of Experiencing Video Game Violence -- |t Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT -- |t The Playing Voyeur. Voyeurism and Affect in the Age of Video Games -- |t The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games -- |t Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games -- |t Damage over Time. Structural Violence and Climate Change in Video Games -- |t A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games -- |t Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool -- |t On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US -- |t Depression and Digital Games. An Investigation of Existing Uses of Therapy Games -- |t Perceived Behaviors of Personality-Driven -- |t From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception -- |t Survival Horror and Masochism. A Digression from the Modern Scopic Regime -- |t Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces -- |t Authors |
520 | |a 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 | |a In English. | ||
588 | 0 | |a Online resource; title from PDF title page (publisher's Web site, viewed 06. Apr 2020). | |
500 | |a Available through DeGruyter. | ||
650 | 0 | |a Video games. |0 http://id.loc.gov/authorities/subjects/sh85143202 | |
650 | 0 | |a Violence in video games. |0 http://id.loc.gov/authorities/subjects/sh2007008693 | |
650 | 2 | |a Video Games |0 https://id.nlm.nih.gov/mesh/D018910 | |
650 | 6 | |a Jeux vidéo. | |
650 | 6 | |a Violence dans les jeux vidéo. | |
650 | 7 | |a video games. |2 aat | |
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650 | 7 | |a Video games |2 fast | |
650 | 7 | |a Violence in video games |2 fast | |
700 | 1 | |a Alvarez Igarzábal, Federico, |e editor. |0 http://id.loc.gov/authorities/names/no2020027676 | |
700 | 1 | |a Debus, Michael S., |e editor. | |
700 | 1 | |a Maughan, Curtis L., |e editor. | |
711 | 2 | |a Clash of Realities |n (9th : |d 2018 : |c Cologne, Germany). |e Young Academics Workshop, |j author. | |
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adam_text | |
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author2 | Alvarez Igarzábal, Federico Debus, Michael S. Maughan, Curtis L. |
author2_role | edt edt edt |
author2_variant | i f a if ifa m s d ms msd c l m cl clm |
author_GND | http://id.loc.gov/authorities/names/no2020027676 |
author_facet | Alvarez Igarzábal, Federico Debus, Michael S. Maughan, Curtis L. |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.3 .V56 2017 |
callnumber-search | GV1469.3 .V56 2017 |
callnumber-sort | GV 41469.3 V56 42017 |
callnumber-subject | GV - Leisure and Recreation |
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contents | Frontmatter -- Contents -- Preface -- Introduction -- 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 -- 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 |
ctrlnum | (OCoLC)1192487903 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic Conference Proceeding eBook |
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series2 | Studies of digital media culture ; |
spelling | Clash of Realities (8th : 2017 : Cologne, Germany). Young Academics Workshop, author. Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan (eds.). Bielefeld : Transcript Verlag, [2019] 1 online resource (229 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Studies of digital media culture ; volume 11 Frontmatter -- Contents -- Preface -- Introduction -- 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 -- 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 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. In English. Online resource; title from PDF title page (publisher's Web site, viewed 06. Apr 2020). Available through DeGruyter. Video games. http://id.loc.gov/authorities/subjects/sh85143202 Violence in video games. http://id.loc.gov/authorities/subjects/sh2007008693 Video Games https://id.nlm.nih.gov/mesh/D018910 Jeux vidéo. Violence dans les jeux vidéo. video games. aat SOCIAL SCIENCE / Media Studies bisacsh Video games fast Violence in video games fast Alvarez Igarzábal, Federico, editor. http://id.loc.gov/authorities/names/no2020027676 Debus, Michael S., editor. Maughan, Curtis L., editor. Clash of Realities (9th : 2018 : Cologne, Germany). Young Academics Workshop, author. has work: Violence, perception, video games (Text) https://id.oclc.org/worldcat/entity/E39PCGkbFqJFVWFVhyHD9Yp9Dq https://id.oclc.org/worldcat/ontology/hasWork Studies of digital media culture ; v. 11. http://id.loc.gov/authorities/names/no2019126959 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2293656 Volltext CBO01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2293656 Volltext |
spellingShingle | Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / Studies of digital media culture ; Frontmatter -- Contents -- Preface -- Introduction -- 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 -- 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 Video games. http://id.loc.gov/authorities/subjects/sh85143202 Violence in video games. http://id.loc.gov/authorities/subjects/sh2007008693 Video Games https://id.nlm.nih.gov/mesh/D018910 Jeux vidéo. Violence dans les jeux vidéo. video games. aat SOCIAL SCIENCE / Media Studies bisacsh Video games fast Violence in video games fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85143202 http://id.loc.gov/authorities/subjects/sh2007008693 https://id.nlm.nih.gov/mesh/D018910 |
title | Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / |
title_alt | Frontmatter -- Contents -- Preface -- Introduction -- 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 -- 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 |
title_auth | Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / |
title_exact_search | Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / |
title_full | Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan (eds.). |
title_fullStr | Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan (eds.). |
title_full_unstemmed | Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018 / Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan (eds.). |
title_short | Violence, perception, video games : |
title_sort | violence perception video games new directions in game research young academics at the clash of realities 2017 2018 |
title_sub | new directions in game research : young academics at the clash of realities 2017-2018 / |
topic | Video games. http://id.loc.gov/authorities/subjects/sh85143202 Violence in video games. http://id.loc.gov/authorities/subjects/sh2007008693 Video Games https://id.nlm.nih.gov/mesh/D018910 Jeux vidéo. Violence dans les jeux vidéo. video games. aat SOCIAL SCIENCE / Media Studies bisacsh Video games fast Violence in video games fast |
topic_facet | Video games. Violence in video games. Video Games Jeux vidéo. Violence dans les jeux vidéo. video games. SOCIAL SCIENCE / Media Studies Video games Violence in video games |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2293656 |
work_keys_str_mv | AT clashofrealitiescolognegermany violenceperceptionvideogamesnewdirectionsingameresearchyoungacademicsattheclashofrealities20172018 AT alvarezigarzabalfederico violenceperceptionvideogamesnewdirectionsingameresearchyoungacademicsattheclashofrealities20172018 AT debusmichaels violenceperceptionvideogamesnewdirectionsingameresearchyoungacademicsattheclashofrealities20172018 AT maughancurtisl violenceperceptionvideogamesnewdirectionsingameresearchyoungacademicsattheclashofrealities20172018 |