Violent Games: Rules, Realism and Effect (Approaches to Digital Game Studies Book 3)

★★★★★ 4.5 131 reviews

US$15.36
Price when purchased online
Free shipping Free 30-day returns

Sold and shipped by komercotc.com
We aim to show you accurate product information. Manufacturers, suppliers and others provide what you see here.
US$15.36
Price when purchased online
Free shipping Free 30-day returns

How do you want your item?
You get 30 days free! Choose a plan at checkout.
Shipping
Arrives Jul 13
Free
Pickup
Check nearby
Delivery
Not available

Sold and shipped by komercotc.com
Free 30-day returns Details

Product details

Management number 233436409 Release Date 2026/06/27 List Price US$15.36 Model Number 233436409
Category

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. Read more

ASIN B01FVMD60M
XRay Not Enabled
ISBN13 978-1628925609
Edition 1st
Language English
File size 1.0 MB
Page Flip Enabled
Publisher Bloomsbury Academic
Word Wise Enabled
Book 3 of 7 Approaches to Digital Game Studies
Print length 289 pages
Accessibility Learn more
Screen Reader Supported
Publication date July 28, 2016
Enhanced typesetting Enabled

Correction of product information

If you notice any omissions or errors in the product information on this page, please use the correction request form below.

Correction Request Form

Customer ratings & reviews

4.5 out of 5
★★★★★
131 ratings | 54 reviews
How item rating is calculated
View all reviews
5 stars
83% (109)
4 stars
4% (5)
3 stars
2% (3)
2 stars
1% (1)
1 star
10% (13)
Sort by

There are currently no written reviews for this product.