We're sorry. An error has occurred
Please cancel or retry.
Video Games, Crime and Next-Gen Deviance
Regular price
$33.99
Regular price
$33.99
Sale price
$33.99
Unit price
/
per
Sold out
Re-stocking soon
The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online. Drawing on the emerging deviant literature perspective, this book explores a...
Read More
Some error occured while loading the Quick View. Please close the Quick View and try reloading the page.
Couldn't load pickup availability
Ships within 2 business days
-
03 July 2020

The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online.
In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide.
Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy.
In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide.
Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy.
Price: $33.99
Pages: 240
Publisher: Emerald Publishing Limited
Imprint: Emerald Publishing Limited
Series: Emerald Points
Publication Date:
03 July 2020
ISBN: 9781838674502
Format: Paperback
BISACs:
SOCIAL SCIENCE / Criminology, Computer & video game industry, SOCIAL SCIENCE / Media Studies, SOCIAL SCIENCE / Popular Culture
Craig Kelly is Lecturer in Criminology at Birmingham City University. His research interests include violence, organised crime and illicit markets.
Adam Lynes is Senior Lecturer in Criminology at Birmingham City University, covering topics such as criminological theory, homicide, and transnational organised and corporate crime.
Kevin Hoffin is Lecturer in Criminology at Birmingham City University. His research interests include transgression, subcultures and media representations of crime and justice, particularly in comics.
Adam Lynes is Senior Lecturer in Criminology at Birmingham City University, covering topics such as criminological theory, homicide, and transnational organised and corporate crime.
Kevin Hoffin is Lecturer in Criminology at Birmingham City University. His research interests include transgression, subcultures and media representations of crime and justice, particularly in comics.
Chapter 1.Introduction; Craig Kelly, Adam Lynes and Kevin Hoffin
Chapter 2. Social Scientists as the Architects of their own Defeat in the Study of Video Games; Max Hart
Chapter 3. A chronology of video game deviance; Kevin Hoffin and Elaine DeVos
Chapter 4. Death by Swat: The Three Elements of Swatting; John Bahadur Lamb
Chapter 5. Addiction, gambling and Gaming: Chasing the Digital Dragon; Melindy Brown and Saabirah Osman
Chapter 6. The democratisation of white-collar criminality in video games; Craig Kelly and Adam Lynes
Chapter 7. Representation of LGBTQ Communities in the Grand Theft Auto Series; Ben Colliver
Chapter 8. The Normalisation of Sexual Deviance and Sexual Violence in Video Games; Kevin Hoffin and Geraldine Lee-Treweek
Chapter 9. ‘Gaming the System?’ The Merits, Myth and Realities in Understanding Prison Architect: Security, Rehabilitation and Violence as Represented in the World’s Bestselling Carceral Video Game; James Treadwell
Chapter 10. Conclusion; Craig Kelly, Adam Lynes and Kevin Hoffin
Recently viewed
Subscribe to our Newsletter
Sign up here to receive all the latest news and offers from IndiePubs
Free US shipping for orders over $40
- Choosing a selection results in a full page refresh.
- Opens in a new window.