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Gewalt im Computerspiel
Facetten eines Vergnügens- Authors:
- Series:
- Kultur und soziale Praxis
- Publisher:
- 2017
Summary
Grand Theft Auto, Battlefield, Counterstrike – more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyses of interviews, magazines, and videos, Christopher Bareither presents in detail how millions of people can take pleasure from that which would shock others. By refraining from judgmental cliches, this ethnographic study is able to provide a decisive contribution to a debate at the crossroads of popular culture, politics, and the public sphere.
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Bibliographic data
- Copyright year
- 2017
- ISBN-Print
- 978-3-8376-3559-1
- ISBN-Online
- 978-3-8394-3559-5
- Publisher
- transcript, Bielefeld
- Series
- Kultur und soziale Praxis
- Volume
- 0
- Language
- German
- Pages
- 368
- Product type
- Book Titles
Table of contents
ChapterPages
- FrontmatterPages 1 - 4 Download chapter (PDF)
- InhaltPages 5 - 6 Download chapter (PDF)
- 1. EinleitungPages 7 - 14 Download chapter (PDF)
- 2. Theorie und MethodePages 15 - 92 Download chapter (PDF)
- 3. Virtuell-körperlichPages 93 - 198 Download chapter (PDF)
- 4. Kompetitiv und kooperativPages 199 - 246 Download chapter (PDF)
- 5. Dramatisch und deviantPages 247 - 296 Download chapter (PDF)
- 6. AmbivalentPages 297 - 320 Download chapter (PDF)
- 7. Zusammenfassung und AusblickPages 321 - 332 Download chapter (PDF)
- Literatur und AnhangPages 333 - 364 Download chapter (PDF)
- DankPages 365 - 368 Download chapter (PDF)




