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            Gewalt im Computerspiel

            Facetten eines Vergnügens

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            Author(s)
            Bareither, Christoph
            Collection
            Swiss National Science Foundation (SNF)
            Language
            German
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            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 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.
             
            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.
             
            URI
            https://doab-dev.siscern.org/handle/20.500.12854/156218
            Keywords
            gewalt; computer game; mediensoziologie; ethonography; violence; cultural anthropology; media; medien; computerspiel; computer games; online games; video game; popular culture; sociology of media; emotion; pleasure; medienwissenschaft; kulturanthropologie; media studies; feeling; vergnügen; populärkultur; videospiel; ethnografie; Avatar (Internet); Gronkh; Let’s Play; Sarazar; YouTube; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
            DOI
            10.14361/9783839435595_978-3-8394-3559-5_Gewalt im Computerspiel_Facetten eines Vergnügens____1_368_
            ISBN
            9783837635591
            Publisher
            transcript Verlag
            Publisher website
            http://www.transcript-verlag.de
            Publication date and place
            Bielefeld, 2017
            Grantor
            • Schweizerischer Nationalfonds zur Förderung der Wissenschaftlichen Forschung
            Series
            Kultur und soziale Praxis,
            Pages
            368
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              This project received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 871069.

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