Video Games Crime And Next Gen Deviance

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Video Games, Crime and Next-Gen Deviance

Author : Craig Kelly,Adam Lynes,Kevin Hoffin
Publisher : Emerald Group Publishing
Page : 151 pages
File Size : 53,7 Mb
Release : 2020-07-03
Category : Social Science
ISBN : 9781838674496

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Video Games, Crime and Next-Gen Deviance by Craig Kelly,Adam Lynes,Kevin Hoffin Pdf

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.

Deviant Leisure

Author : Thomas Raymen,Oliver Smith
Publisher : Springer Nature
Page : 439 pages
File Size : 53,9 Mb
Release : 2019-09-28
Category : Social Science
ISBN : 9783030177362

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Deviant Leisure by Thomas Raymen,Oliver Smith Pdf

This book brings together a collection of critical essays that challenge the existing dogma of leisure as an unmitigated social good, in order to examine the commodification and marketisation of leisure across a number of key sites. Leisure and consumer culture have become symbolic of the individual freedoms of liberal society, ostensibly presenting individuals with the opportunity to display individual creativity, cultural competence and taste. This book problematizes these assertions, and considers the range of harms that emerge in a consumer society predicated upon intense individualism and symbolic competition. Approaching the field of commodified leisure through the lens of social harm, this collection of essays pushes far beyond criminology’s traditional interest in ‘deviant’ forms of leisure, to consider the normalized social, interpersonal and environmental harms that emerge at the intersection of leisure and consumer capitalism. Capturing the current vitality and interdisciplinary scope of recent work which is underpinned by the deviant leisure perspective, this collection uses case studies, original research and other forms of empirical enquiry to scrutinise activities that range from alcohol consumption and gambling, to charity tourism; CrossFit training; and cosmetic pharmaceuticals. Drawn from researchers across the UK, US, Europe and Australia, Deviant Leisure: Criminological Perspectives on Leisure and Harm represents the first systematic attempt at a criminological consideration of the global harms of the leisure industry; firmly establishing leisure as a subject of serious criminological importance.

Crime, Punishment, and Video Games

Author : Kristine Levan,Steven Downing
Publisher : Rowman & Littlefield
Page : 236 pages
File Size : 48,6 Mb
Release : 2022-11-22
Category : Social Science
ISBN : 9781793613387

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Crime, Punishment, and Video Games by Kristine Levan,Steven Downing Pdf

Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone considers themselves a gamer, video games are undoubtedly relevant to modern society, and this text discusses how the shift in gaming has impacted our perceptions of deviance, crime, and justice. The authors explore past, present and future manifestations of these connections, considering how the game industry, policy makers, and researchers can work toward a better understanding of how and why video games are an important area of study for criminologists and sociologists, and how games will present new promises and challenges in the years to come.

Rule Makers, Rule Breakers

Author : Michele Gelfand
Publisher : Scribner
Page : 384 pages
File Size : 48,7 Mb
Release : 2019-08-20
Category : Social Science
ISBN : 9781501152948

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Rule Makers, Rule Breakers by Michele Gelfand Pdf

A celebrated social psychologist offers a radical new perspective on cultural differences that reveals why some countries, cultures, and individuals take rules more seriously and how following the rules influences the way we think and act. In Rule Makers, Rule Breakers, Michele Gelfand, “an engaging writer with intellectual range” (The New York Times Book Review), takes us on an epic journey through human cultures, offering a startling new view of the world and ourselves. With a mix of brilliantly conceived studies and surprising on-the-ground discoveries, she shows that much of the diversity in the way we think and act derives from a key difference—how tightly or loosely we adhere to social norms. Just as DNA affects everything from eye color to height, our tight-loose social coding influences much of what we do. Why are clocks in Germany so accurate while those in Brazil are frequently wrong? Why do New Zealand’s women have the highest number of sexual partners? Why are red and blue states really so divided? Why was the Daimler-Chrysler merger ill-fated from the start? Why is the driver of a Jaguar more likely to run a red light than the driver of a plumber’s van? Why does one spouse prize running a tight ship while the other refuses to sweat the small stuff? In search of a common answer, Gelfand spent two decades conducting research in more than fifty countries. Across all age groups, family variations, social classes, businesses, states, and nationalities, she has identified a primal pattern that can trigger cooperation or conflict. Her fascinating conclusion: behavior is highly influenced by the perception of threat. “A useful and engaging take on human behavior” (Kirkus Reviews) with an approach that is consistently riveting, Rule Makers, Ruler Breakers thrusts many of the puzzling attitudes and actions we observe into sudden and surprising clarity.

The Circle

Author : Dave Eggers
Publisher : Knopf Canada
Page : 528 pages
File Size : 49,5 Mb
Release : 2013-10-08
Category : Fiction
ISBN : 9780345808608

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The Circle by Dave Eggers Pdf

LONGLISTED 2015 – International IMPAC Dublin Literary Award The Circle is the exhilarating new novel from Dave Eggers, bestselling author of A Hologram for the King, a finalist for the National Book Award. When Mae Holland is hired to work for the Circle, the world’s most powerful internet company, she feels she’s been given the opportunity of a lifetime. The Circle, run out of a sprawling California campus, links users’ personal emails, social media, banking, and purchasing with their universal operating system, resulting in one online identity and a new age of civility and transparency. As Mae tours the open-plan office spaces, the towering glass dining facilities, the cozy dorms for those who spend nights at work, she is thrilled with the company’s modernity and activity. There are parties that last through the night, there are famous musicians playing on the lawn, there are athletic activities and clubs and brunches, and even an aquarium of rare fish retrieved from the Marianas Trench by the CEO. Mae can’t believe her luck, her great fortune to work for the most influential company in the world—even as life beyond the campus grows distant, even as a strange encounter with a colleague leaves her shaken, even as her role at the Circle becomes increasingly public. What begins as the captivating story of one woman’s ambition and idealism soon becomes a heart-racing novel of suspense, raising questions about memory, history, privacy, democracy, and the limits of human knowledge.

Video Games as Art

Author : Frank G. Bosman,Archibald L.H.M. van Wieringen
Publisher : Walter de Gruyter GmbH & Co KG
Page : 124 pages
File Size : 49,6 Mb
Release : 2022-11-07
Category : History
ISBN : 9783110731019

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Video Games as Art by Frank G. Bosman,Archibald L.H.M. van Wieringen Pdf

Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

Women in Historical and Archaeological Video Games

Author : Jane Draycott
Publisher : Walter de Gruyter GmbH & Co KG
Page : 360 pages
File Size : 53,7 Mb
Release : 2022-06-06
Category : History
ISBN : 9783110724271

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Women in Historical and Archaeological Video Games by Jane Draycott Pdf

This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

It's Complicated

Author : Danah Boyd
Publisher : Yale University Press
Page : 296 pages
File Size : 46,5 Mb
Release : 2014-02-25
Category : Social Science
ISBN : 9780300166316

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It's Complicated by Danah Boyd Pdf

Surveys the online social habits of American teens and analyzes the role technology and social media plays in their lives, examining common misconceptions about such topics as identity, privacy, danger, and bullying.

Cultures of Computer Game Concerns

Author : Estrid Sörensen
Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Page : 355 pages
File Size : 42,7 Mb
Release : 2017-03-18
Category : Comparison
ISBN : 3837639347

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Cultures of Computer Game Concerns by Estrid Sörensen Pdf

Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies.

Race, Gender, and Deviance in Xbox Live

Author : Kishonna L. L. Gray
Publisher : Routledge
Page : 152 pages
File Size : 44,8 Mb
Release : 2014-03-27
Category : Social Science
ISBN : 9781317521792

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Race, Gender, and Deviance in Xbox Live by Kishonna L. L. Gray Pdf

Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.

A Precarious Game

Author : Ergin Bulut
Publisher : Cornell University Press
Page : 220 pages
File Size : 48,7 Mb
Release : 2020-03-15
Category : Political Science
ISBN : 9781501746543

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A Precarious Game by Ergin Bulut Pdf

A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

The Interactive Past

Author : Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos
Publisher : Unknown
Page : 0 pages
File Size : 52,9 Mb
Release : 2017
Category : Archaeology
ISBN : 9088904367

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The Interactive Past by Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos Pdf

Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

Media and Crime

Author : Yvonne Jewkes
Publisher : SAGE
Page : 353 pages
File Size : 53,5 Mb
Release : 2015-02-16
Category : Social Science
ISBN : 9781473917316

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Media and Crime by Yvonne Jewkes Pdf

This book critically examines the complex interactions between media and crime. Written with an engaging and authoritative voice, it guides you through all the key issues, ranging from news reporting of crime, media constructions of children and women, moral panics, and media and the police to ′reality′ crime shows, surveillance and social control. This third edition: Explores innovations in technology and forms of reporting, including citizen journalism. Examines the impact of new media including mobile, Internet and digital technologies, and social networking sites. Features chapters dedicated to the issues around cybercrime and crime film, along with new content on terrorism and the media. Shows you how to research media and crime. Includes discussion questions, further reading and a glossary. Now features a companion website, complete with links to journal articles, relevant websites and blogs. This is essential reading for your studies in criminology, media studies, cultural studies and sociology. The Key Approaches to Criminology series celebrates the removal of traditional barriers between disciplines and, specifically, reflects criminology’s interdisciplinary nature and focus. It brings together some of the leading scholars working at the intersections of criminology and related subjects. Each book in the series helps readers to make intellectual connections between criminology and other discourses, and to understand the importance of studying crime and criminal justice within the context of broader debates. The series is intended to have appeal across the entire range of undergraduate and postgraduate studies and beyond, comprising books which offer introductions to the fields as well as advancing ideas and knowledge in their subject areas.

Shades of Deviance

Author : Rowland Atkinson,Tammy Ayres
Publisher : Taylor & Francis
Page : 256 pages
File Size : 42,8 Mb
Release : 2022-11-04
Category : Social Science
ISBN : 9781000778052

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Shades of Deviance by Rowland Atkinson,Tammy Ayres Pdf

Shades of Deviance is a turbo-driven guide to crime and deviance. It offers politically engaged, thought-provoking and accessibly written accounts of a wide range of socially and legally prohibited acts. This updated and revised edition is designed to be essential reading for general readers, undergraduate students in the fields of criminology and sociology, and those preparing to embark on degree courses in these fields. Written by field-leading experts from across the globe and designed for those who want a clear and exciting introduction to the complex areas of crime and deviance, this book provides short overviews of a wide range of social problems, harms and criminal acts, offering a series of cutting-edge and critical treatments of issues such as war and terrorism, incels and the alt-right, ecocide, trolling, hate crime and chemsex. A guide is also given to further readings and films to develop the reader’s understanding of these issues. This new edition has been fully revised and extended, with new entries on robot sex, protest, child soldiers, online abuse, cybercrime, drug trafficking, gangs and weapon use. Shades of Deviance encourages readers to critically reconsider their ideas about what is right and wrong, about what is socially harmful and which problems we should focus our attention on. It offers careful analysis and reasoned explanation of complex issues in a world in which sensationalist headlines, anxiety and fear about crime permeate our lives. Read it to be prepared for some of the key debates shaping the world to come.

Language, Gender and Videogames

Author : Frazer Heritage
Publisher : Springer Nature
Page : 250 pages
File Size : 45,6 Mb
Release : 2021-07-30
Category : Language Arts & Disciplines
ISBN : 9783030743987

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Language, Gender and Videogames by Frazer Heritage Pdf

This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.