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Violence | Perception | Video Games

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This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. From BA students to postdoctoral researchers, the young academics of this antho...
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  • 15 June 2020
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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.
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Price: $50.00
Pages: 230
Publisher: transcript publishing
Imprint: transcript publishing
Publication Date: 15 June 2020
Trim Size: 8.86 X 5.83 in
ISBN: 9783837650518
Format: Paperback
BISACs: SOCIAL SCIENCE / Media Studies, SOCIAL SCIENCE / Violence in Society, HISTORY / Social History
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Federico Alvarez Igarzábal (Dr.) works at the Cologne Game Lab of Technische Hochschule Köln as researcher and project coordinator for the ISEDA project. The goal of this project is to deliver a series of tools and strategies, including a serious game, to combat domestic violence in Europe. Previously, he was a postdoctoral researcher for the project VIRTUALTIMES, aimed at developing virtual environments to treat and diagnose psychopathologies like depression. He conducted his Ph.D. at Universität Köln and Technische Hochschule Köln on the topic of »Time and Space in Video Games«.
Michael S. Debus is a postdoctoral researcher at the IT University of Copenhagen, entrepreneur, and industry expert. He obtained his PhD on game ontologies in 2019.
Curtis L. Maughan holds a PhD in German Studies from Vanderbilt University, where he is currently a postdoctoral scholar.

Frontmatter 1
Contents 5
Preface 7
Introduction 11
Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary 17
Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames 29
The (American) Way of Experiencing Video Game Violence 39
Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT 53
The Playing Voyeur. Voyeurism and Affect in the Age of Video Games 63
The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games 77
Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games 93
Damage over Time. Structural Violence and Climate Change in Video Games 105
A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games 115
Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool 127
On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US 137
Depression and Digital Games. An Investigation of Existing Uses of Therapy Games 151
Perceived Behaviors of Personality-Driven 171
From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception 185
Survival Horror and Masochism. A Digression from the Modern Scopic Regime 199
Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces 213
Authors 225