Description

Book Synopsis
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.

Table of Contents
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.

Violence Perception Video Games – New

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    A Paperback / softback by Federico Alvare Igarzábal, Michael S. Debus, Curtis L. Maughan

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      Publisher: Transcript Verlag
      Publication Date: 08/12/2021
      ISBN13: 9783837650518, 978-3837650518
      ISBN10: 3837650510

      Description

      Book Synopsis
      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.

      Table of Contents
      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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