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|a UAMI
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|a Clash of Realities
|n (8th :
|d 2017 :
|c Cologne, Germany).
|e Young Academics Workshop,
|j author.
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|a Violence, perception, video games :
|b new directions in game research : young academics at the clash of realities 2017-2018 /
|c Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan (eds.).
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|a Bielefeld :
|b Transcript Verlag,
|c [2019]
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|a 1 online resource (229 pages)
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|a Studies of digital media culture ;
|v volume 11
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|t Frontmatter --
|t Contents --
|t Preface --
|t Introduction --
|t Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary --
|t Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames --
|t The (American) Way of Experiencing Video Game Violence --
|t Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT --
|t The Playing Voyeur. Voyeurism and Affect in the Age of Video Games --
|t The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games --
|t Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games --
|t Damage over Time. Structural Violence and Climate Change in Video Games --
|t A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games --
|t Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool --
|t On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US --
|t Depression and Digital Games. An Investigation of Existing Uses of Therapy Games --
|t Perceived Behaviors of Personality-Driven --
|t From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception --
|t Survival Horror and Masochism. A Digression from the Modern Scopic Regime --
|t Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces --
|t Authors
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|a 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 Ferguson.
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|a In English.
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|a Online resource; title from PDF title page (publisher's Web site, viewed 06. Apr 2020).
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|a Available through DeGruyter.
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|a JSTOR
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|a Video games.
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|a Violence in video games.
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|a Jeux vidéo.
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|a Violence dans les jeux vidéo.
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|a video games.
|2 aat
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|a Video games.
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|0 (OCoLC)fst01166421
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|a Violence in video games.
|2 fast
|0 (OCoLC)fst01744184
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|a SOCIAL SCIENCE / Media Studies
|2 bisacsh
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|a Alvarez Igarzábal, Federico,
|e editor.
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|a Debus, Michael S.,
|e editor.
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|a Maughan, Curtis L.,
|e editor.
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711 |
2 |
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|a Clash of Realities
|n (9th :
|d 2018 :
|c Cologne, Germany).
|e Young Academics Workshop,
|j author.
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|a Studies of digital media culture ;
|v v. 11.
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856 |
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