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The (American) Way of Experiencing Video Game Violence

  • Natali Panic-Cidic
View more publications by transcript Verlag
Violence | Perception | Video Games
This chapter is in the book Violence | Perception | Video Games
© 2019 transcript Verlag

© 2019 transcript Verlag

Chapters in this book

  1. Frontmatter 1
  2. Contents 5
  3. Preface 7
  4. Introduction 11
  5. Reframing the Violence and Video Games Debate
  6. Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary 17
  7. Avatars Don’t Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames 29
  8. The (American) Way of Experiencing Video Game Violence 39
  9. Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT 53
  10. The Playing Voyeur. Voyeurism and Affect in the Age of Video Games 63
  11. The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games 77
  12. Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games 93
  13. Damage over Time. Structural Violence and Climate Change in Video Games 105
  14. Perceiving Video Games
  15. A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games 115
  16. Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool 127
  17. On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US 137
  18. Depression and Digital Games. An Investigation of Existing Uses of Therapy Games 151
  19. Perceived Behaviors of Personality-Driven 171
  20. 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
  21. Survival Horror and Masochism. A Digression from the Modern Scopic Regime 199
  22. Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces 213
  23. Authors 225
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