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Crime, Punishment, and Video Games

Authors:
Publisher:
 2022

Summary

Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone considers themselves a gamer, video games are undoubtedly relevant to modern society, and this text discusses how the shift in gaming has impacted our perceptions of deviance, crime, and justice. The authors explore past, present and future manifestations of these connections, considering how the game industry, policy makers, and researchers can work toward a better understanding of how and why video games are an important area of study for criminologists and sociologists, and how games will present new promises and challenges in the years to come.

Keywords



Bibliographic data

Edition
1/2022
Copyright year
2022
ISBN-Print
978-1-7936-1337-0
ISBN-Online
978-1-7936-1338-7
Publisher
Lexington, Lanham
Language
English
Pages
219
Product type
Book Titles

Table of contents

ChapterPages
    1. Contents No access
    2. Acknowledgments No access
    3. Introduction No access
  1. Chapter 1: Video Games and Violence No access Pages 1 - 8
  2. Chapter 2: Crime Typologies in Video Games No access Pages 9 - 28
  3. Chapter 3: Deviant Role-Playing No access Pages 29 - 42
  4. Chapter 4: Law Enforcement and Video Games No access Pages 43 - 62
  5. Chapter 5: Punishment, Prisons, and Jails in Video Games No access Pages 63 - 82
  6. Chapter 6: Portrayals of Race, Ethnicity, and Crime No access Pages 83 - 94
  7. Chapter 7: Video Games and Gender, Sexual Orientation, and Gender Identity No access Pages 95 - 114
  8. Chapter 8 : E-Sports, Gambling, Match-Fixing, and Performance Enhancement No access Pages 115 - 128
  9. Chapter 9: Critical Criminology and Serious Games No access Pages 129 - 146
  10. Conclusion No access Pages 147 - 156
  11. Bibliography No access Pages 157 - 208
  12. Index No access Pages 209 - 218
  13. About the Authors No access Pages 219 - 219

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