Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018
著者
書誌事項
Violence, perception, video games : new directions in game research : young academics at the clash of realities 2017-2018
(Studies of digital media culture / [edited by Gundolf S. Freyermuth and Lisa Gotto], v. 11)
Transcript, c2019
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注記
Includes bibliographical references
内容説明・目次
内容説明
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.
目次
- Preface
- Introduction
- Reframing the Violence and Video Games Debate
- 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
- Perceiving 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.
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