This chapter reexamines the relationship between the representative capacities of violent video games and the military industrial entertainment complex. It proposes a study of the affective capacities of violent militarised online multiplayer games to expand the limited accounts of the dominance of the military discourse and better understand what is going one while gamers play
Past research on video game effects was often limited to explaining effects of game content and mode...
In this chapter, we provide a brief review of the research investigating the connection between play...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
From their beginnings until today, digital games have been a substantial part of what has been label...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
The impact of chronic violent video game play on player’s aggressive behaviors have been a passionat...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
In this chapter, I will begin by exploring the role played by violence in videogames, examining whet...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Part 4: Section 3: ICT for Peace and WarInternational audienceThis paper outlines the relationship b...
This paper aims to provide a deeper insight into some of the most popular FPS (First-Person Shooter)...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Violence in video games has been a controversial object of public discourse for several decades. Bui...
The role of violent video games (VVG) in increasing levels of aggression in players is a topic that ...
Past research on video game effects was often limited to explaining effects of game content and mode...
In this chapter, we provide a brief review of the research investigating the connection between play...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
From their beginnings until today, digital games have been a substantial part of what has been label...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
The impact of chronic violent video game play on player’s aggressive behaviors have been a passionat...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
In this chapter, I will begin by exploring the role played by violence in videogames, examining whet...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Part 4: Section 3: ICT for Peace and WarInternational audienceThis paper outlines the relationship b...
This paper aims to provide a deeper insight into some of the most popular FPS (First-Person Shooter)...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Violence in video games has been a controversial object of public discourse for several decades. Bui...
The role of violent video games (VVG) in increasing levels of aggression in players is a topic that ...
Past research on video game effects was often limited to explaining effects of game content and mode...
In this chapter, we provide a brief review of the research investigating the connection between play...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...