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Gewalt im Computerspiel: Facetten eines Vergnügens
[monograph]
Abstract
Grand Theft Auto, Battlefield, Counterstrike - more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyse... view more
Grand Theft Auto, Battlefield, Counterstrike - more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyses of interviews, magazines, and videos, Christopher Bareither presents in detail how millions of people can take pleasure from that which would shock others. By refraining from judgmental cliches, this ethnographic study is able to provide a decisive contribution to a debate at the crossroads of popular culture, politics, and the public sphere.... view less
Grand Theft Auto, Battlefield, Counter-Strike - Gewalt in Computerspielen wird immer wieder kontrovers diskutiert. Doch welche emotionalen Erfahrungen ermöglicht der spielerische Umgang mit virtueller Gewalt? Durch teilnehmende Beobachtungen in Online-Games und auf LAN-Partys sowie mithilfe von Inte... view more
Grand Theft Auto, Battlefield, Counter-Strike - Gewalt in Computerspielen wird immer wieder kontrovers diskutiert. Doch welche emotionalen Erfahrungen ermöglicht der spielerische Umgang mit virtueller Gewalt? Durch teilnehmende Beobachtungen in Online-Games und auf LAN-Partys sowie mithilfe von Interview-, Zeitschriften- und Videoanalysen arbeitet Christoph Bareither heraus, wie Millionen von Menschen etwas als vergnüglich erleben können, was andere schockiert. Ohne wertende Klischees zu bedienen, leistet die ethnografische Studie damit einen entscheidenden Beitrag zu einer Debatte am Schnittfeld von Populärkultur, Politik und Öffentlichkeit.... view less
Keywords
computer game; emotionality; ethnography; cultural anthropology; emotion; violence; media; communication sciences; sociology of communication; online media; popularity; video; popular culture
Classification
Interactive, electronic Media
Cultural Sociology, Sociology of Art, Sociology of Literature
Social Problems
Free Keywords
Online Spiele; Vergnügen
Document language
German
Publication Year
2016
Publisher
transcript Verlag
City
Bielefeld
Page/Pages
368 p.
Series
Kultur und soziale Praxis
DOI
https://doi.org/10.14361/9783839435595
ISBN
978-3-8394-3559-5
Status
Published Version; reviewed
Licence
Creative Commons - Attribution-Noncommercial-No Derivative Works 3.0