Playful virtual violence : an ethnography of emotional practices in video games / Christoph Bareither.
Material type:
TextSeries: Cambridge elements. Elements in histories of emotions and the senses,Publisher: Cambridge University Press, Description: 1 online resource (65 pages) : digital, PDF file(s)ISBN: 9781108873079 (ebook)Subject(s): Video games -- Psychological aspects | Video games -- Social aspects | Violence in video games | Emotions -- Anthropological aspectsAdditional physical formats: Print version: : No titleDDC classification: 794.8 LOC classification: GV1469.34.P79 | B37 2020Online resources: Click here to access online Summary: Violence in video games has been a controversial object of public discourse for several decades. The question of what kind of emotional experiences players enact when playing with representations of physical violence in games has been largely ignored however. Building upon an extensive ethnographic study of players' emotional practices in video games, including participant observation in online games, qualitative interviews, an analysis of YouTube videos and gaming magazines since the 1980s, this Element provides new insights into the complexity and diversity of player experiences and the pleasures of playful virtual violence. Instead of either defending or condemning the players, it contributes foundational, unprejudiced knowledge for a societal and academic debate on a critical aspect of video gaming. This title is also available as Open Access on Cambridge Core.
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GV1469.34.P79 B37 2020 (Browse shelf(Opens below)) | Link to resource | Available |
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| GV1469.17.S63 M95 2010 Play Redux | GV1469.25.M95 W35 2011 Myst and Riven | GV1469.25.W64 N37 2010 My Life as a Night Elf Priest | GV1469.34.P79 B37 2020 Playful virtual violence : | GV1469.34.S52 H85 2019 Games in everyday life : | GV1469.34.S52 K34 2009 The Civic Potential of Video Games | GV1469.34.S52 M55 2018 Respawn |
Title from publisher's bibliographic system (viewed on 13 Oct 2020).
Violence in video games has been a controversial object of public discourse for several decades. The question of what kind of emotional experiences players enact when playing with representations of physical violence in games has been largely ignored however. Building upon an extensive ethnographic study of players' emotional practices in video games, including participant observation in online games, qualitative interviews, an analysis of YouTube videos and gaming magazines since the 1980s, this Element provides new insights into the complexity and diversity of player experiences and the pleasures of playful virtual violence. Instead of either defending or condemning the players, it contributes foundational, unprejudiced knowledge for a societal and academic debate on a critical aspect of video gaming. This title is also available as Open Access on Cambridge Core.

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