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  • Violent Games: Rules, Realism and Effect

    Violent Games by Schott, Gareth;

    Rules, Realism and Effect

    Series: Approaches to Digital Game Studies;

      • GET 20% OFF

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      • Publisher's listprice GBP 140.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        66 885 Ft (63 700 Ft + 5% VAT)
      • Discount 20% (cc. 13 377 Ft off)
      • Discounted price 53 508 Ft (50 960 Ft + 5% VAT)

    66 885 Ft

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    Product details:

    • Publisher Bloomsbury Academic
    • Date of Publication 28 July 2016
    • Number of Volumes Hardback

    • ISBN 9781628925623
    • Binding Hardback
    • No. of pages288 pages
    • Size 215x139 mm
    • Weight 481 g
    • Language English
    • Illustrations 25 bw illus
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    Long description:

    It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over," referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction.

    Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence" encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes.

    An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as" violence.

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    Table of Contents:

    Preface
    Chapter 1 - Violent Games / Game Violence
    Chapter 2 - Violent Media as a Political Conception
    Chapter 3 - Games as Artifice
    Chapter 4 - Subjective Realism
    Chapter 5 - Performative Inquiry,Intent and Awareness
    Chapter 6 - The Activation of Violence
    Chapter 7 - The Aestheticisation of Violence
    Chapter 8 - Undeniable Content and Serious Intent
    Chapter 9 - Adopting a Configurative Sensibility
    Bibliography
    Index

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