The role and importance of explicit violence in video games

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76,90 

As perceived by regular, casual and non-gamers

ISBN: 3659853755
ISBN 13: 9783659853753
Autor: Parini, Isabel Mercedes
Verlag: LAP LAMBERT Academic Publishing
Umfang: 228 S.
Erscheinungsdatum: 04.04.2016
Auflage: 1/2016
Format: 1.4 x 22 x 15
Gewicht: 358 g
Produktform: Kartoniert
Einband: KT
Artikelnummer: 9305665 Kategorie:

Beschreibung

Nowadays video games are omnipresent and played by people of any age. In some cases, sales may even be higher than those of the film industry. Moreover, almost everyone has at least heard of something called Assassins Creed or about the Tomb Raider (which some might associate with actress Angelina Jolie, as she portrayed the main character of the latter series in the motion pictures Lara Croft: Tomb Raider of 2001 and Lara Croft Tomb Raider: The Cradle of Life of 2003). Since the aforementioned video games both contain violence (in a less or more explicit fashion, depending on the game and eventually on the technology available at the time of its development), we can state that - along with violent films, TV series, novels and other media - violent video games have become part of Western pop culture. However, do gamers really appreciate this feature? How do they perceive and judge it? Is it only about realism, or is there maybe another reason to like or dislike it? Is there a difference between genders and the player type? The present research work tries to answer these questions, but further research is needed in order to corroborate or contradict the authors findings.

Autorenporträt

When Isabel M. Parini started her Communication studies, little did she know that she would find her true calling much later: video games, her dearest hobby. Since 2012 she owns a M.Sc. in Technologies for Human Communication and intends to become a PhD candidate to pursue a career as a teacher and researcher in the field of Video Game Studies.

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