My Account Log in

3 options

Violence | Perception | Video Games New Directions in Game Research Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan

De Gruyter DG Plus PP Package 2019 Part 2 Available online

View online

EBSCOhost Academic eBook Collection (North America) Available online

View online

EBSCOhost eBook Community College Collection Available online

View online
Format:
Book
Contributor:
Alvarez Igarzábal, Federico <p>Federico Alvarez Igarzábal, TH Köln, Deutschland</p>, Editor.
Debus, Michael S. <p>Michael S. Debus, IT University of Copenhagen, Dänemark</p>, Editor.
Maughan, Curtis L. <p>Curtis L. Maughan, Vanderbilt University, USA</p>, Editor.
European Research Council, Funder.
Series:
Bild und Bit. Studien zur digitalen Medienkultur
Language:
English
Subjects (All):
Video Games.
Violence.
Perception.
Psychology.
Philosophy.
Aesthetics.
Media.
Popular Culture.
Computer Games.
Digital Media.
Media Studies.
Media Aesthetics.
Local Subjects:
Video Games.
Violence.
Perception.
Psychology.
Philosophy.
Aesthetics.
Media.
Popular Culture.
Computer Games.
Digital Media.
Media Studies.
Media Aesthetics.
Physical Description:
1 online resource (231 pages)
Edition:
1st ed.
Other Title:
Alvarez Igarzábal et al. (eds.), Violence, Perception, Video Games New Directions in Game Research
Place of Publication:
Bielefeld transcript Verlag 2019
Language Note:
In English.
Biography/History:
Federico Alvarez Igarzábal is a postdoctoral researcher at the Institute for Frontier Areas of Psychology and Mental Health in Freiburg, Germany, working in the EU-funded project VIRTUALTIMES. His research focuses primarily on the temporality of video games from a formalist and cognitive-scientific perspective. He obtained his PhD at the Institute of Media Culture and Theatre of the University of Cologne and the Cologne Game Lab of the TH Köln in 2018 with his thesis »Time and Space in Video Games«.
Michael S. Debus conducted his PhD research as part of the Making Sense of Games project at the Center for Computer Games Research at the IT University of Copenhagen from 2016-2019. His research focuses on the analysis and synthesis of existing game ontologies into a clearer terminology for the study of games. He has published papers about the ontology of navigation in videogames and metagames.
Curtis L. Maughan is a PhD candidate in the Department of German, Russian and East European Studies at Vanderbilt University. From 2016-2019, Curtis managed the Master's program in Game Development and Research at the Cologne Game Lab. His research interests include surveillance and interactivity, narratology and digital games, and the novellas of Thomas Mann and Heinrich von Kleist. His dissertation project examines flanerie in the context of open world gameplay trends and game design practices.
Summary:
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.
Contents:
Frontmatter 1 Contents 5 Preface 7 Introduction 11 Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary 17 Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames 29 The (American) Way of Experiencing Video Game Violence 39 Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT 53 The Playing Voyeur. Voyeurism and Affect in the Age of Video Games 63 The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games 77 Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games 93 Damage over Time. Structural Violence and Climate Change in Video Games 105 A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games 115 Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool 127 On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US 137 Depression and Digital Games. An Investigation of Existing Uses of Therapy Games 151 Perceived Behaviors of Personality-Driven 171 From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception 185 Survival Horror and Masochism. A Digression from the Modern Scopic Regime 199 Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces 213 Authors 225
ISBN:
9783839450512
3839450519
OCLC:
1128445165

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account