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dc.contributor.authorBareither, Christoph
dc.date.accessioned2017-08-01 23:55:55
dc.date.accessioned2019-11-11 17:24:37
dc.date.accessioned2020-04-01T13:27:03Z
dc.date.available2020-04-01T13:27:03Z
dc.date.issued2017
dc.identifier634760
dc.identifierOCN: 992472358en_US
dc.identifier.urihttp://library.oapen.org/handle/20.500.12657/31203
dc.description.abstractGrand 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.
dc.languageGerman
dc.relation.ispartofseriesKultur und soziale Praxis
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studiesen_US
dc.subject.othergewalt
dc.subject.othercomputer game
dc.subject.othermediensoziologie
dc.subject.otherethonography
dc.subject.otherviolence
dc.subject.othercultural anthropology
dc.subject.othermedia
dc.subject.othermedien
dc.subject.othercomputerspiel
dc.subject.othercomputer games
dc.subject.otheronline games
dc.subject.othervideo game
dc.subject.otherpopular culture
dc.subject.othersociology of media
dc.subject.otheremotion
dc.subject.otherpleasure
dc.subject.othermedienwissenschaft
dc.subject.otherkulturanthropologie
dc.subject.othermedia studies
dc.subject.otherfeeling
dc.subject.othervergnügen
dc.subject.otherpopulärkultur
dc.subject.othervideospiel
dc.subject.otherethnografie
dc.subject.otherAvatar (Internet)
dc.subject.otherGronkh
dc.subject.otherLet’s Play
dc.subject.otherSarazar
dc.subject.otherYouTube
dc.titleGewalt im Computerspiel
dc.title.alternativeFacetten eines Vergnügens
dc.typebook
oapen.abstract.otherlanguageGrand 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.
oapen.identifier.doi10.14361/9783839435595_978-3-8394-3559-5_Gewalt im Computerspiel_Facetten eines Vergnügens____1_368_
oapen.relation.isPublishedByb30a6210-768f-42e6-bb84-0e6306590b5c
oapen.relation.isFundedBy07f61e34-5b96-49f0-9860-c87dd8228f26
oapen.relation.isbn9783837635591
oapen.collectionSwiss National Science Foundation (SNF)
oapen.pages368
oapen.place.publicationBielefeld
oapen.remark.publicRelevant Wikipedia pages: Avatar (Internet) - https://de.wikipedia.org/wiki/Avatar_(Internet); Gronkh - https://de.wikipedia.org/wiki/Gronkh; Let’s Play - https://de.wikipedia.org/wiki/Let%E2%80%99s_Play; Sarazar - https://de.wikipedia.org/wiki/Sarazar; YouTube - https://de.wikipedia.org/wiki/YouTube
oapen.identifier.ocn992472358


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