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Violence | Perception | Video Games

New Directions in Game Research
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Publisher:
 2019

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Bibliographic data

Edition
1/2019
Copyright year
2019
ISBN-Print
978-3-8376-5051-8
ISBN-Online
978-3-8394-5051-2
Publisher
transcript, Bielefeld
Series
Bild und Bit. Studien zur digitalen Medienkultur
Volume
11
Language
English
Pages
230
Product type
Edited Book

Table of contents

ChapterPages
  1. Frontmatter Full access Pages 1 - 4
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  2. Contents Full access Pages 5 - 6
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  3. Preface No access Pages 7 - 10
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  4. Introduction No access Pages 11 - 14
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  5. Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary No access Pages 17 - 28
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  6. Avatars Don''t Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames No access Pages 29 - 38
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  7. The (American) Way of Experiencing Video Game Violence No access Pages 39 - 52
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  8. Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT No access Pages 53 - 62
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  9. The Playing Voyeur. Voyeurism and Affect in the Age of Video Games No access Pages 63 - 76
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  10. The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games No access Pages 77 - 92
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  11. Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games No access Pages 93 - 104
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  12. Damage over Time. Structural Violence and Climate Change in Video Games No access Pages 105 - 112
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  13. A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games No access Pages 115 - 126
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  14. Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool No access Pages 127 - 136
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  15. On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US No access Pages 137 - 150
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  16. Depression and Digital Games. An Investigation of Existing Uses of Therapy Games No access Pages 151 - 170
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  17. Perceived Behaviors of Personality-Driven No access Pages 171 - 184
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  18. From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception No access Pages 185 - 198
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  19. Survival Horror and Masochism. A Digression from the Modern Scopic Regime No access Pages 199 - 212
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  20. Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces No access Pages 213 - 224
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  21. Authors No access Pages 225 - 230
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