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Игры, которые нас убивают: видеоигры и насилие в дискурсе российской печатной прессы
Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse
[Zeitschriftenartikel]
Abstract The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault's power/knowledge model is used to explain the logic behind the "grotesque discourses". In the Russian press, vid... mehr
The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault's power/knowledge model is used to explain the logic behind the "grotesque discourses". In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of "normal" pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to establish the connection between video games and violence (murders) as "natural" and "obvious". Particular attention is paid to the publications of Aleksandr Minkin, a reporter at "Moskovskij Komsomolets" ("Moscow Komsomol Member") and one of the most prominent critics of video games, as well as to the media coverage of the first school shooting in Russia (shooting at school № 263 in 2014). It is shown that video games are used in the media discourse as an explanatory principle that allows a shift from the crime to the criminal, to those acts which reveal moral depravity or psychological disorder, and those circumstances which foster criminalism. Pointing to the games helps restore the "normal" connection between social and moral qualities, explaining the crime committed by an honours student from a "good family" as being the result of the depictions of violence in video games affecting the child's psyche. Video games are also described as a factor in shaping the "digital generation" or "generation of gamers" - odd and politically dangerous. The dangers that games create for both gamers and society in general (the non-distinction between the "real" and the "virtual", the illusion of a "possible restart") allow the journalists and experts to insist on strengthening measures of supervision and protection, and expanding legal and medical control.... weniger
Thesaurusschlagwörter
Computerspiel; Straftat; Gewalt; Kindheit; Russland; Mythologie; Diskursanalyse; Berichterstattung; psychische Störung
Klassifikation
interaktive, elektronische Medien
Kriminalsoziologie, Rechtssoziologie, Kriminologie
Freie Schlagwörter
video games; game studies; critical discourse analysis; Russian media; crime
Sprache Dokument
Englisch
Publikationsjahr
2020
Seitenangabe
S. 165-188
Zeitschriftentitel
Sociologija vlasti / Sociology of power, 32 (2020) 3
DOI
https://doi.org/10.22394/2074-0492-2020-3-165-188
ISSN
2074-0492
Status
Veröffentlichungsversion; begutachtet
Lizenz
Creative Commons - Namensnennung, Nicht kommerz., Keine Bearbeitung 4.0