Book
1 online resource (898 pages) : illustrations.
  • Fundamental concepts and design methodologies
  • Technologies and applications
  • Organizational implications and critical issues
  • Emerging trends.
Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.
(source: Nielsen Book Data)9781522507789 20161213

2. GTFO [2015]

Video
1 online resource (streaming video file) (76 minutes) : digital, .flv file, sound Sound: digital. Digital: video file; MPEG-4; Flash.
Sparked by a public display of sexual harassment in 2012, GTFO pries open the video game world to explore a 20 billion dollar industry that is riddled with discrimination and misogyny. Although half of all gamers are women, females are disproportionately subject to harassment and abuse from other gamers, and are massively under-represented in the video game design world. Through interviews with video game developers, journalists, and academics, GTFO examines the female experience in gaming and begins a larger conversation that will shape the future of the video game world.
Book
xiv, 258 pages ; 22 cm
Green Library

4. Art of Atari [2016]

Book
351 pages : illustrations (chiefly color) ; 29 cm
Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE Robert V. Conte wrote the Afterword.
(source: Nielsen Book Data)9781524101039 20161213
Green Library
Book
viii, 259 pages : illustrations ; 24 cm
In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness -- cultural motifs or technical markers. Games were "localized, " subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
(source: Nielsen Book Data)9780262034395 20160704
Green Library
Book
ix, 333 pages : illustrations ; 24 cm
Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America -- the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
(source: Nielsen Book Data)9780262034050 20160619
Green Library
Book
xii, 290 pages : illustrations ; 24 cm.
  • Part I: Digital Games as History1. Introduction 2. Interacting with Digital Games as History Part II: Digital Games as Historical Representations 3. Simulation Styles and Epistemologies 4. Time and Space 5. Narrative in Games: Categorising for Analysis 6. Historical Narrative in Digital Games Part III: Digital Games as Systems for Historying 7. Affording Hertiage Experiences, Reenactment and Narrative Historying 8. Digital Games as Historical Reenactment 9. Digital Games as (Counterfactual) Narrative Historying Part IV: Digital Games as a Historical Form 10. Conclusions.
  • (source: Nielsen Book Data)9781138841628 20160718
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
(source: Nielsen Book Data)9781138841628 20160718
Green Library
Book
viii, 310 pages : illustrations ; 25 cm
In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.
(source: Nielsen Book Data)9781365268830 20161024
Green Library
Book
vi, 296 pages ; 22 cm
  • 1.What Are the Concerns about Mediated Violence?.- 2.How Much Exposure to Violence Do Children Have in Video Games?.- 3.What Are the Effects that Cause Concern?.- 4.Is There a Link Between Playing Video Games and Social Violence?.- 5.Can Playing Video Games Really Trigger Aggression?.- 6.Can Video Games Influence Levels of Real Violence?.- 7.Can Video Games Promote Good Behaviour?.- 8.Are Some Players More Susceptible Than Others to Video Game Effects?.- 9.Do Players Respond Similarly to All Video Violence?.- 10.What Is the Overall State of Evidence Concerning the Effects of Violent Video Game?.- 11.Do Video Games Need To Be Better Regulated?
  • (source: Nielsen Book Data)9781137579843 20161003
This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.
(source: Nielsen Book Data)9781137579843 20161003
Green Library
Book
1 online resource (xv, 338 pages) : illustrations.
  • Foreword; Preface; Contents; Contributors; Part I Theory; 1 The Aesthetic Motives of Play; Introduction; Cautions About Asking `Why'; Uncertainty as the Foundation of Play; General Motives; The Social Motive; The Thrill-Seeking Motive; The Curiosity Motive; Functional Motives; The Victory Motive; The Problem-Solving Motive; The Luck Motive; The Acquisition Motive; Representational Motives; The Narrative Motive; The Horror Motive; The Agency Motive; Conclusion; References; 2 Affect Channel Model of Evaluation in the Context of Digital Games; Introduction; Background; Model Details
  • Building BlocksOrganization; Affect Channels; The Model; Pre-stimulus Level (L0); Reflexes (L1); Survival Evaluation (L2); Evaluation of Predicted Consequences (L3); Conceptual Evaluations and Further (L4+); Final Words; References; 3 Affective Involvement in Digital Games; Introduction; The Bottom-Up Experience Triangle; The Player Involvement Model; A Quantitative Perspective; Experimental Design; Experiment 1: Game Story; Experiment 2: Social Setting; Experiment 3: Game Controller; Measures; Results; Impact of Manipulations on Player Involvement; Experiment 1: Game Story
  • Experiment 2: Social SettingExperiment 3: Game Controller; Combining Affective Involvement; Experiment 1: Game Story; Narrative Involvement and Affective Involvement; Ludic Involvement and Affective Involvement; Experiment 2: Social Setting; Shared Involvement and Affective Involvement; Experiment 3: Game Controller; Kinesthetic Involvement and Affective Involvement; Spatial Involvement and Affective Involvement; Conclusion; References; Part II Emotion Modelling and Affect-Driven Adaptation; 4 Multimodal Sensing in Affective Gaming; Introduction; Affective Gaming; Sources of Affect
  • Vision-BasedFacial Expressions; Body Expressivity; Haptics; Wearable Games; Affective Evaluation of Players; Affective Interaction in Games; Existing Commercial Games; Affective Gaming Scenarios and Challenges; Affective Gaming Scenarios; Affective Gaming Challenges; Applications of Affective Games; Conclusions; References; 5 Emotion Modelling via Speech Content and Prosody: In Computer Games and Elsewhere; Introduction; Emotion Modelling; Emotion and Games; Speech Content; Speech Recognition and Emotion; Textual Features; Tokenisation and Tagging; Vector Space Modelling
  • Zero-Resource ModellingLearning; Prosodic and Acoustic Modelling; Speaker Separation and Denoising; Prosodic and Acoustic Features; Zero-Resource Modelling; Learning; Integration and Embedding; Fusion; Available Tools; Data and Benchmarks; Distribution; Confidence Measures; Adaptation and Self-Training; Encoding and Standards; Summary and White Spots; Summary; White Spots; References; 6 Comparing Two Commercial Brain Computer Interfaces for Serious Games and Virtual Environments; What Are Brain-Computer Interfaces?; Neuroimaging Techniques for BCI Systems
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence. .
Book
xxxiv, 456 pages : illustrations ; 29 cm.
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
(source: Nielsen Book Data)9781522502616 20160830
Green Library
Book
vi, 158 pages ; 24 cm
  • Introduction 1. Videogame Plane 2. The Smooth and Striated 3. Rhizome-Play 4. Ludo-Diagram 5. Artist and Apprentice 6. Molecular Mario 7. Major / Minor.
  • (source: Nielsen Book Data)9781138925533 20160619
Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari's non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither 'virtual' nor 'real' exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.
(source: Nielsen Book Data)9781138925533 20160619
Green Library
Book
250 pages ; 24 cm
The videogame scene has evolved from the hobby of boys in bedrooms to a popular pastime for anyone with a smartphone. Many of the old guard resent this mainstreaming of games culture--and they've been anything but welcoming. These trolls have created a climate of fear by abusing and harassing women, minorities and anyone who has dared to speak out against misogyny and other problems in the boys' club industry. Game Changers puts these conflicts under the microscope, in Australia and overseas. The book features exclusive interviews with many key figures working to make the videogame world a safe space, including Anita Sarkeesian and Zoe Quinn, two of the women at the centre of the Gamergate abuse. In 2015, they were asked by the United Nations to lead a panel discussion on the 'rising tide of online violence against women and girls'. Authors Dan Golding and Leena van Deventer use their extensive experience in the videogame industry, both as players and professionals, to examine how games culture is growing, diversifying and changing for the better.
Green Library
Book
xvii, 153 pages ; 24 cm
  • Chapter 1: Three Key Elements of Video Games: Rules, Interactivity/Feedback, and Self-Presentation Chapter Two: Education Chapter Three: Prosocial Behaviors Chapter Four: Mood Management Chapter Five: History Chapter Six: Moral Questions Chapter 7: Violence Chapter 8: Harassment Chapter 9: Diversity Issues Chapter 10: Substance Use Chapter 11: Obesity/Depression.
  • (source: Nielsen Book Data)9781498513074 20160823
How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.
(source: Nielsen Book Data)9781498513074 20160823
Green Library
Book
xii, 514 pages : illustrations ; 24 cm
  • 1. On Psychology.- 2. On Research.- 3. On Law.- 4. On AI.- 5. On Gods & Government.- 6. On Culture & Community.- 7. On Real Life.
  • (source: Nielsen Book Data)9781484217801 20160619
This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see Massively-Multiplayer Role-playing Games looks at how the world can change MMOs - and not always for the better. The aim of this book is to inform an up-coming generation of designers, to alert and educate players and designers-to-be, and to caution those already working in the field who might be growing complacent about society's acceptance of their chosen career. Playing and creating MMOs does not happen in a bubble. MMOs are so packed with potential that those who don't understand them can be afraid, and those who do understand them can neglect their wider impact. Today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What monsters lurk beyond the horizon? What horrors will explorers bring back to torment us? MMOs from the Outside In is for people with a spark of curiosity: it pours gasoline on that spark. It:* Explains how MMOs are perceived, how they could - and perhaps should - be perceived, and how the can contribute to wider society.* Delves into what researchers think about why players play.* Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.* Doesn't tell you what to think, it tells you to think. What You Will Learn:* The myriad challenges facing MMOs - and to decide for yourself how to address these challenges.* What MMOs bring to the world that it didn't have before.* How MMOs are regarded, and what this means for how they will be regarded in future.* That playing and designing MMOs has implications for those who don't play or design them. Whom This Book is For:MMOs from the Outside In is a book for those who wish to know more about the wider influence of game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the worlds of their imagination and to change the world around them.
(source: Nielsen Book Data)9781484217801 20160619
Green Library
Book
xv, 218 pages : illustrations (chiefly color) ; 22 cm.
SAL3 (off-campus storage)
Book
vi, 195 pages : illustrations ; 23 cm
  • 1. A Brief History of Video Games James D. Ivory 2. The Rise (and Refinement) of Moral Panic Nicholas D. Bowman 3. Are Electronic Games Health Hazards or Health Promoters? Cheryl K. Olson 4. The Influence of Digital Games on Aggression and Violent Crime Mark Coulson and Christopher J. Ferguson 5. Gaming Addiction and Internet Gaming Disorder Mark D. Griffiths 6. Social outcomes: Online game play, social currency, and social ability Rachel Kowert 7. Debating How to Learn From Video Games John L. Sherry 8. Video Games and Cognitive Performance Gillian Dale and C. Shawn Green 9. Exploring Gaming Communities Frans Mayra 10. No black and white in video game land! Why we need to move beyond simple explanations in the video game debate Thorsten Quandt and Rachel Kowert.
  • (source: Nielsen Book Data)9781138831636 20160619
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
(source: Nielsen Book Data)9781138831636 20160619
Green Library
Book
x, 287 pages ; 24 cm.
  • Introduction Steven Conway & Jennifer deWinter Section I: Intellectual Property, Privacy, and Copyright 1. Laws of the Game: Intellectual Property in the Video Game Industry Mark Methenitis 2. Digital Locks, Labor, and Play in Canada's Copyright Policy: Filtering Power through Configurations of Game Development Owen Livermore 3. The Princess Doesn't Leave the Castle: How Nintendo's WiiWare Imprisons Indie Game Design Theo Plothe 4. Policies, Terms of Service, and Social Networking Games Stephanie Vie Section II: Rating Systems and Cultural Politics 5. E(SRB) Is for Everyone: Game Ratings and the Practice of Content Evaluation Judd Ethan Ruggill and Ken S. McAllister 6. Games for Grown-Ups?: An Historical Account of the Australian Classification System Steven Conway and Laura M. Crawford 7. Rockstar versus Australia Mark Finn 8. Play Britannia: The Development of U.K. Video Game Policy Ren Reynolds Section III: Violence in Video Games 9. Re-conceptualizing Game Violence: Who Is Being Protected and from What? Gareth Schott and Frans Mayra 10. Playing Around with Causes of Violent Crime: Violent Video Games as a Diversion from the Policy Challenges Involved in Understanding and Reducing Violent Crime James D. Ivory and Adrienne Holz Ivory 11. Banning Violent Video Games in Switzerland: A Public Problem Going Unnoticed Michael Perret 12. Toxic Gamer Culture, Corporate Regulation, and Standards of Behavior among Players of Online Games Thorsten Busch, Kelly Boudreau, and Mia Consalvo Section IV: Politics and Regulations 13. The Right to Play in the Digital Era Tom Apperley 14. Against the Arcade: Video Gaming Regulation and the Legacy of Pinball Carly A. Kocurek 15. Curt Schilling's Gold Coins: Lessons for Creative Industry Policy in Light of the 38 Studios Collapse Randy Nichols 16. The Ban on Gaming Consoles in China: Protecting National Culture, Morals, and Industry within an International Regulatory Framework Bjarke Liboriussen, Andrew White, and Dan Wang 17. Regulating Rape: The Case of RapeLay, Domestic Markets, International Outrage, and Cultural Imperialism Jennifer deWinter Afterword Ashley S. Lipson.
  • (source: Nielsen Book Data)9781138812420 20160619
This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government's refusal (until recently) to allow an R18 rating for digital games, Blizzard's policy in regards to intellectual property, Electronic Arts' corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.
(source: Nielsen Book Data)9781138812420 20160619
Green Library
Book
4 volumes : illustrations ; 24 cm.
  • V. 1. Foundations
  • v. 2. Design and theory
  • v. 3. Play and players
  • v. 4. Cultural contexts.
Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish as never before, this major new reference resource from Routledge's Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship. Edited by the field's leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality. Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor.
(source: Nielsen Book Data)9781138811256 20161003
Green Library
Book
x, 274 pages ; 22 cm.
  • Preface Chapter 1 - Violent Games / Game Violence Chapter 2 - Violent Media as a Political Conception Chapter 3 - Games as Artifice Chapter 4 - Subjective Realism Chapter 5 - Performative Inquiry, Intent and Awareness Chapter 6 - The Activation of Violence Chapter 7 - The Aestheticisation of Violence Chapter 8 - Undeniable Content and Serious Intent Chapter 9 - Adopting a Configurative Sensibility Bibliography Index.
  • (source: Nielsen Book Data)9781628925623 20161018
It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, " referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence" encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as" violence.
(source: Nielsen Book Data)9781628925623 20161018
Green Library

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