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The (American) Way of Experiencing Video Game Violence
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Natali Panic-Cidic
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Chapters in this book
- Frontmatter 1
- Contents 5
- Preface 7
- Introduction 11
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Reframing the Violence and Video Games Debate
- 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
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Perceiving Video Games
- 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
Chapters in this book
- Frontmatter 1
- Contents 5
- Preface 7
- Introduction 11
-
Reframing the Violence and Video Games Debate
- 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
-
Perceiving Video Games
- 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