Contributors from a range of disciplines explore boundary-crossing
in videogames, examining both transgressive game content and
transgressive player actions. Video gameplay can include
transgressive play practices in which players act in ways meant to
annoy, punish, or harass other players. Videogames themselves can
include transgressive or upsetting content, including excessive
violence. Such boundary-crossing in videogames belies the general
idea that play and games are fun and non-serious, with little
consequence outside the world of the game. In this book,
contributors from a range of disciplines explore transgression in
video games, examining both game content and player actions. The
contributors consider the concept of transgression in games and
play, drawing on discourses in sociology, philosophy, media
studies, and game studies; offer case studies of transgressive
play, considering, among other things, how gameplay practices can
be at once playful and violations of social etiquette; investigate
players' emotional responses to game content and play practices;
examine the aesthetics of transgression, focusing on the ways that
game design can be used for transgressive purposes; and discuss
transgressive gameplay in a societal context. By emphasizing actual
player experience, the book offers a contextual understanding of
content and practices usually framed as simply problematic.
Contributors Fraser Allison, Kristian A. Bjorkelo, Kelly Boudreau,
Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jorgensen, Faltin
Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen,
Victor Navarro-Remesal, Holger Poetzsch, John R. Sageng, Tanja
Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman
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