Playful Virtual Violence

Playful Virtual Violence

Author: Christoph Bareither

Publisher:

Published: 2020-10-21

Total Pages: 76

ISBN-13: 1108875068

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Provides new insights into the complexity and pleasures of player experiences of violence in video games.


Playful Virtual Violence

Playful Virtual Violence

Author: Christoph Bareither

Publisher: Cambridge University Press

Published: 2020-10-29

Total Pages: 75

ISBN-13: 1108873782

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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.


Marketing Violence

Marketing Violence

Author: Frans-Willem Korsten

Publisher: Cambridge University Press

Published: 2023-08-31

Total Pages: 198

ISBN-13: 1009246453

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This Element describes the development of an affective economy of violence in the early modern Dutch Republic through the circulation of images. The Element outlines that while violence became more controlled in the course of the 17th century, with fewer public executions for instance, the realm of cultural representation was filled with violent imagery: from prints, atlases and paintings, through theatres and public spectacles, to peep boxes. It shows how emotions were evoked, exploited, and controlled in this affective economy of violence based on desires, interests and exploitation. This title is also available as Open Access on Cambridge Core.


On-Screen Language in Video Games

On-Screen Language in Video Games

Author: Mikołaj Deckert

Publisher: Cambridge University Press

Published: 2022-11-24

Total Pages: 161

ISBN-13: 1009050664

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In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.


Beyond Compassion

Beyond Compassion

Author: Dolores Martín-Moruno

Publisher:

Published: 2023-12-07

Total Pages: 81

ISBN-13: 1009462245

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This Element provides a fresh look at humanitarianism by integrating gender, emotions, senses and experiences as central elements of care.


Critical Play

Critical Play

Author: Mary Flanagan

Publisher: MIT Press

Published: 2013-02-08

Total Pages: 363

ISBN-13: 0262518651

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.


Virtual Worlds and Criminality

Virtual Worlds and Criminality

Author: Kai Cornelius, LL.M.

Publisher: Springer Science & Business Media

Published: 2011-08-17

Total Pages: 132

ISBN-13: 3642208231

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The fusion between virtuality and reality has created a new quality of experience establishing metaverses and virtual worlds. Second Life, Twinity, Entropia Universe or Fregger have experienced rapid growth in recent years and show no signs of slowing down. Not only have countless companies discovered these “virtureal worlds” as marketplaces, but so have fraudsters and other criminals. In this book, European experts from different academic disciplines show how to meet the new challenges arising from virtual worlds. They discuss the reasons for and the impacts of these new forms of criminality as well as the necessity and means of combating them. Moreover, other fundamental issues are examined, such as the addictive potential of virtual-world use, media violence, and conflict resolution problems arising in the context of virtual worlds.


Memes, History and Emotional Life

Memes, History and Emotional Life

Author: Katie Barclay

Publisher: Cambridge University Press

Published: 2023-05-31

Total Pages: 145

ISBN-13: 1009081500

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Internet memes are recognised for their role in creating community through shared humour or in-group cultural knowledge. One category of meme uses historical art pieces, coupled with short texts or dialogue, as a form of social commentary on both past and present. These memes often rely on a (mis)reading of the emotions of those represented in such artwork for humorous purposes. As such, they provide an important example of transhistorical engagement between contemporary society and past artifacts centred on the nature of emotion. This Element explores the historical art meme as a key cultural form that offers insight into contemporary online emotional cultures and the ways that historical emotions enable and inform the practices of such culture. It particularly attends to humour as a mode which helps to mediate the disjuncture between past and present emotion and which enables historical emotion to 'do' political and community-building work amongst meme users.


Sensory Perception, History and Geology

Sensory Perception, History and Geology

Author: Richard Read

Publisher: Cambridge University Press

Published: 2022-02-17

Total Pages: 137

ISBN-13: 1009089404

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William Molyneux's question to John Locke about whether a blind man restored to sight could name the difference between a cube and a sphere without touching them shaped fundamental conflicts in philosophy, theology and science between empirical and idealist answers that are radically alien to current ways of seeing and feeling but were born of colonizing ambitions whose devastating genocidal and ecocidal consequences intensify today. This Element demonstrates how landscape paintings of unfamiliar terrains required historical and geological subject matter to supply tactile associations for empirical recognition of space, whereas idealism conferred unmediated but no less coercive sensory access. Close visual and verbal analysis using photographs of pictorial sites trace vividly different responses to the question, from those of William Hazlitt and John Ruskin in Britain to those of nineteenth-century authors and artists in the United States and Australia, including Ralph Waldo Emerson, Thomas Cole, William Haseltine, Fitz Henry Lane and Eugene von Guérard.


Shades of Deviance

Shades of Deviance

Author: Rowland Atkinson

Publisher: Routledge

Published: 2014-03-26

Total Pages: 277

ISBN-13: 1317907221

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Written in a unique format, Shades of Deviance is a turbo-driven guide to crime and deviance, offering 56 politically engaged, thought-provoking and accessibly written accounts of a wide range of socially and legally prohibited acts. This book will be essential reading for undergraduate students in the fields of criminology and sociology and those preparing to embark on degree courses in these fields, as well as general readers. Written by field-leading experts from across the globe and designed for those who want a clear and exciting introduction to the complex areas of crime and deviance, this book provides a large number of short overviews of a wide range of social problems, harms and criminal acts. Offering a series of cutting-edge and critical treatments of issues such as war and murder, paedophilia, ecocide, human experimentation, stalking and sexting, this book also gives a guide to further readings and suggestions for other media to develop the reader’s understanding of these issues. Shades of Deviance requires readers to critically reconsider their ideas about what is right and wrong, about what is socially harmful and which problems we should focus our attention on. It also provides careful analysis and reasoned explanation of complex issues in a world in which sensationalist headlines, anxiety and fear about crime permeate our lives - read it to be prepared!