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The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online. In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide. Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy.
Social Science / Criminology --- Social Science / Popular Culture --- Social Science / Media Studies --- Social sciences --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- Video games --- Violence in video games. --- Deviant behavior. --- Games & Activities, Video & Mobile. --- Computer games, online games: strategy guides. --- Social aspects. --- Deviancy --- Social deviance --- Human behavior --- Conformity --- Social adjustment --- Social Science --- Media Studies --- Criminology --- Popular Culture --- Crime in video games
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The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online.Drawing on the emerging deviant literature perspective, this book explores a range of culturally embedded harms and other activities to offer new insight on the idea that video games are intertwined with forms of deviancy.
Mass Media --- Popular Culture --- Criminology --- Social Science --- Video games --- Violence in video games. --- Deviant behavior. --- Social aspects.
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Dark tourism --- Crime
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