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...
Gespeichert in:
Weitere Verfasser: | , , |
---|---|
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 |
Internformat
MARC
LEADER | 00000cam a2200000 i 4500 | ||
---|---|---|---|
001 | ZDB-4-EBA-on1192487903 | ||
003 | OCoLC | ||
005 | 20241004212047.0 | ||
006 | m o d | ||
007 | cr ||||||||||| | ||
008 | 200406s2019 gw fo 100 0 eng d | ||
040 | |a AUD |b eng |e rda |e pn |c AUD |d YDXIT |d OCLCF |d UKMGB |d N$T |d OCLCO |d YDX |d OCLCQ |d OCLCO |d K6U |d OCLCQ |d CUS |d JSTOR |d OCLCO |d OCLCL | ||
015 | |a GBC0F7429 |2 bnb | ||
020 | |a 3839450519 |q (electronic book) | ||
020 | |a 9783839450512 |q (electronic bk.) | ||
024 | 7 | |a 10.14361/9783839450512 |2 doi | |
035 | |a (OCoLC)1192487903 | ||
037 | |a 9783839450512 |b transcript Verlag | ||
037 | |a 22573/ctv36z52dj |b JSTOR | ||
050 | 4 | |a GV1469.3 |b .V56 2017 | |
072 | 7 | |a SOC052000 |2 bisacsh | |
072 | 7 | |a SOC |x 052000 |2 bisacsh | |
082 | 7 | |a 794.8 |2 23 | |
049 | |a MAIN | ||
111 | 2 | |a Clash of Realities |n (8th : |d 2017 : |c Cologne, Germany). |e Young Academics Workshop, |j author. | |
245 | 1 | 0 | |a Violence, perception, video games : |b new directions in game research : young academics at the clash of realities 2017-2018 / |c Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan (eds.). |
264 | 1 | |a Bielefeld : |b Transcript Verlag, |c [2019] | |
300 | |a 1 online resource (229 pages) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file | ||
347 | |b PDF | ||
490 | 1 | |a Studies of digital media culture ; |v volume 11 | |
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 | |
650 | 7 | |a SOCIAL SCIENCE / Media Studies |2 bisacsh | |
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. | |
758 | |i has work: |a Violence, perception, video games (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGkbFqJFVWFVhyHD9Yp9Dq |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
830 | 0 | |a Studies of digital media culture ; |v v. 11. |0 http://id.loc.gov/authorities/names/no2019126959 | |
856 | 4 | 0 | |l FWS01 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2293656 |3 Volltext |
938 | |a EBSCOhost |b EBSC |n 2293656 | ||
938 | |a YBP Library Services |b YANK |n 16400288 | ||
994 | |a 92 |b GEBAY | ||
912 | |a ZDB-4-EBA | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1192487903 |
---|---|
_version_ | 1816882528144850944 |
adam_text | |
any_adam_object | |
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 |
collection | ZDB-4-EBA |
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 |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>05188cam a2200661 i 4500</leader><controlfield tag="001">ZDB-4-EBA-on1192487903</controlfield><controlfield tag="003">OCoLC</controlfield><controlfield tag="005">20241004212047.0</controlfield><controlfield tag="006">m o d </controlfield><controlfield tag="007">cr |||||||||||</controlfield><controlfield tag="008">200406s2019 gw fo 100 0 eng d</controlfield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">AUD</subfield><subfield code="b">eng</subfield><subfield code="e">rda</subfield><subfield code="e">pn</subfield><subfield code="c">AUD</subfield><subfield code="d">YDXIT</subfield><subfield code="d">OCLCF</subfield><subfield code="d">UKMGB</subfield><subfield code="d">N$T</subfield><subfield code="d">OCLCO</subfield><subfield code="d">YDX</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">K6U</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">CUS</subfield><subfield code="d">JSTOR</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCL</subfield></datafield><datafield tag="015" ind1=" " ind2=" "><subfield code="a">GBC0F7429</subfield><subfield code="2">bnb</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">3839450519</subfield><subfield code="q">(electronic book)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9783839450512</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.14361/9783839450512</subfield><subfield code="2">doi</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1192487903</subfield></datafield><datafield tag="037" ind1=" " ind2=" "><subfield code="a">9783839450512</subfield><subfield code="b">transcript Verlag</subfield></datafield><datafield tag="037" ind1=" " ind2=" "><subfield code="a">22573/ctv36z52dj</subfield><subfield code="b">JSTOR</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">GV1469.3</subfield><subfield code="b">.V56 2017</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">SOC052000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">SOC</subfield><subfield code="x">052000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="082" ind1="7" ind2=" "><subfield code="a">794.8</subfield><subfield code="2">23</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">MAIN</subfield></datafield><datafield tag="111" ind1="2" ind2=" "><subfield code="a">Clash of Realities</subfield><subfield code="n">(8th :</subfield><subfield code="d">2017 :</subfield><subfield code="c">Cologne, Germany).</subfield><subfield code="e">Young Academics Workshop,</subfield><subfield code="j">author.</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Violence, perception, video games :</subfield><subfield code="b">new directions in game research : young academics at the clash of realities 2017-2018 /</subfield><subfield code="c">Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan (eds.).</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Bielefeld :</subfield><subfield code="b">Transcript Verlag,</subfield><subfield code="c">[2019]</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (229 pages)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="347" ind1=" " ind2=" "><subfield code="a">text file</subfield></datafield><datafield tag="347" ind1=" " ind2=" "><subfield code="b">PDF</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Studies of digital media culture ;</subfield><subfield code="v">volume 11</subfield></datafield><datafield tag="505" ind1="0" ind2="0"><subfield code="t">Frontmatter --</subfield><subfield code="t">Contents --</subfield><subfield code="t">Preface --</subfield><subfield code="t">Introduction --</subfield><subfield code="t">Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary --</subfield><subfield code="t">Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames --</subfield><subfield code="t">The (American) Way of Experiencing Video Game Violence --</subfield><subfield code="t">Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT --</subfield><subfield code="t">The Playing Voyeur. Voyeurism and Affect in the Age of Video Games --</subfield><subfield code="t">The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games --</subfield><subfield code="t">Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games --</subfield><subfield code="t">Damage over Time. Structural Violence and Climate Change in Video Games --</subfield><subfield code="t">A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games --</subfield><subfield code="t">Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool --</subfield><subfield code="t">On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US --</subfield><subfield code="t">Depression and Digital Games. An Investigation of Existing Uses of Therapy Games --</subfield><subfield code="t">Perceived Behaviors of Personality-Driven --</subfield><subfield code="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 --</subfield><subfield code="t">Survival Horror and Masochism. A Digression from the Modern Scopic Regime --</subfield><subfield code="t">Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces --</subfield><subfield code="t">Authors</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="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.</subfield></datafield><datafield tag="546" ind1=" " ind2=" "><subfield code="a">In English.</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Online resource; title from PDF title page (publisher's Web site, viewed 06. Apr 2020).</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Available through DeGruyter.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh85143202</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Violence in video games.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh2007008693</subfield></datafield><datafield tag="650" ind1=" " ind2="2"><subfield code="a">Video Games</subfield><subfield code="0">https://id.nlm.nih.gov/mesh/D018910</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Jeux vidéo.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Violence dans les jeux vidéo.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">video games.</subfield><subfield code="2">aat</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">SOCIAL SCIENCE / Media Studies</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Video games</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Violence in video games</subfield><subfield code="2">fast</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Alvarez Igarzábal, Federico,</subfield><subfield code="e">editor.</subfield><subfield code="0">http://id.loc.gov/authorities/names/no2020027676</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Debus, Michael S.,</subfield><subfield code="e">editor.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Maughan, Curtis L.,</subfield><subfield code="e">editor.</subfield></datafield><datafield tag="711" ind1="2" ind2=" "><subfield code="a">Clash of Realities</subfield><subfield code="n">(9th :</subfield><subfield code="d">2018 :</subfield><subfield code="c">Cologne, Germany).</subfield><subfield code="e">Young Academics Workshop,</subfield><subfield code="j">author.</subfield></datafield><datafield tag="758" ind1=" " ind2=" "><subfield code="i">has work:</subfield><subfield code="a">Violence, perception, video games (Text)</subfield><subfield code="1">https://id.oclc.org/worldcat/entity/E39PCGkbFqJFVWFVhyHD9Yp9Dq</subfield><subfield code="4">https://id.oclc.org/worldcat/ontology/hasWork</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Studies of digital media culture ;</subfield><subfield code="v">v. 11.</subfield><subfield code="0">http://id.loc.gov/authorities/names/no2019126959</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="l">FWS01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2293656</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBSCOhost</subfield><subfield code="b">EBSC</subfield><subfield code="n">2293656</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">YBP Library Services</subfield><subfield code="b">YANK</subfield><subfield code="n">16400288</subfield></datafield><datafield tag="994" ind1=" " ind2=" "><subfield code="a">92</subfield><subfield code="b">GEBAY</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-863</subfield></datafield></record></collection> |
id | ZDB-4-EBA-on1192487903 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:30:02Z |
institution | BVB |
isbn | 3839450519 9783839450512 |
language | English |
oclc_num | 1192487903 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (229 pages) |
psigel | ZDB-4-EBA |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | Transcript Verlag, |
record_format | marc |
series | Studies of digital media culture ; |
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 |
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 |