Theoretical thesis.Bibliography: pages 77-89.Introduction -- Murder -- Masochism -- Conclusion.Violence permeates the act of playing videogames, extending beyond superficial representations of violence into the culturally formative. The purpose of this thesis is to explore the complexity of videogame violence through a close reading of From Software's Dark souls. I argue that violence functions as a mode of engaging with fiction in videogames. Players destabilise the potential meanings a videogame can generate by altering its material reality through play and translating their experiences of it through interpretation. Videogames reshape players by conditioning them toward new modes of playing, thinking and feeling. Ultimately, videogame vio...
Violent content in video games has come under increasing scrutiny as the media highlights the potent...
As technology becomes more and more advanced, older concepts are reshaped for modern day tools and f...
Interactive media such as video games and virtual reality (VR) provide users with lived experiences ...
Videogames undoubtedly contain a great deal of apparent violence and aggression. This depictive cont...
game developers to graphically represent violent material in ever-greater variety and detail. Accord...
How do violent videogames, as entertainment products, communicate violence in the context of warfare...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
A literature review demonstrates that videogame research has theoretical and empirical relevance to ...
News accounts about the school shootings at Columbine, Virginia Tech, and Sandy Hook Elementary have...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
ABSTRACT. The popularity of video games, especially violent video games, has reached phenomenal prop...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
This thesis positions itself within the scholarly debate around videogame violence. However, other t...
Violent content in video games has come under increasing scrutiny as the media highlights the potent...
As technology becomes more and more advanced, older concepts are reshaped for modern day tools and f...
Interactive media such as video games and virtual reality (VR) provide users with lived experiences ...
Videogames undoubtedly contain a great deal of apparent violence and aggression. This depictive cont...
game developers to graphically represent violent material in ever-greater variety and detail. Accord...
How do violent videogames, as entertainment products, communicate violence in the context of warfare...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
A literature review demonstrates that videogame research has theoretical and empirical relevance to ...
News accounts about the school shootings at Columbine, Virginia Tech, and Sandy Hook Elementary have...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
ABSTRACT. The popularity of video games, especially violent video games, has reached phenomenal prop...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
This thesis positions itself within the scholarly debate around videogame violence. However, other t...
Violent content in video games has come under increasing scrutiny as the media highlights the potent...
As technology becomes more and more advanced, older concepts are reshaped for modern day tools and f...
Interactive media such as video games and virtual reality (VR) provide users with lived experiences ...