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It was over a decade ago that experimental psychologists and
media-effects researchers declared the debate on the effects of
violent video gaming as "essentially over," referring to the way
violence in videogames increases aggressive thoughts, feelings and
behaviors in players. Despite the decisive tone of this statement,
neither the presence nor popularity of digital games has since
diminished, with games continuing to attract new generations of
players to experience its technological advancements in the
narration of violence and its techniques of depiction. Drawing on
new insights achieved from research located at an intersection
between humanities, social and computer sciences, Gareth Schott's
addition to the Approaches in Digital Game Studies series
interrogates the nature and meaning of the "violence" encountered
and experienced by game players. In focusing on the various ways
"violence" is mediated by both the rule system and the semiotic
layer of games, the aim is to draw out the distinctiveness of
games' exploitation of violence or violent themes. An important if
not canonical text in the debates about video games and violence,
Violent Games constitutes an essential book for those wishing to
make sense of the experience offered by games as technological,
aesthetic, and communicational phenomena in the context of issues
of media regulation and the classification of game content "as"
violence.
It was over a decade ago that experimental psychologists and
media-effects researchers declared the debate on the effects of
violent video gaming as "essentially over," referring to the way
violence in videogames increases aggressive thoughts, feelings and
behaviors in players. Despite the decisive tone of this statement,
neither the presence nor popularity of digital games has since
diminished, with games continuing to attract new generations of
players to experience its technological advancements in the
narration of violence and its techniques of depiction. Drawing on
new insights achieved from research located at an intersection
between humanities, social and computer sciences, Gareth Schott's
addition to the Approaches in Digital Game Studies series
interrogates the nature and meaning of the "violence" encountered
and experienced by game players. In focusing on the various ways
"violence" is mediated by both the rule system and the semiotic
layer of games, the aim is to draw out the distinctiveness of
games' exploitation of violence or violent themes. An important if
not canonical text in the debates about video games and violence,
Violent Games constitutes an essential book for those wishing to
make sense of the experience offered by games as technological,
aesthetic, and communicational phenomena in the context of issues
of media regulation and the classification of game content "as"
violence.
This collection of essays addresses the renewed interest in the
cultural resurgence of the vampire, evident across a broad range of
literature, film, television, graphic novels, and games. The appeal
of vampire mythology and its associated folklore for modern
audiences is examined in an age characterized by the transformative
possibilities of the internet with both its low barriers to
artistic expression and the erosion of the boundaries between
author and audience in terms of the construction of narrative,
character and fictional universes. This collection examines how
audiences respond to and "use" the vampire in their own practices.
From evil villains to tragic heroes, modern appropriations of the
vampire, evident in popular manifestations such as the Twilight
saga and the televisual adaptation of The Southern Vampire
Mysteries (True Blood) are noted for their focus on the everyday.
These vampires are found nested within communities, seeking to
temper their urges and coexist with humans. "Drifting silently into
harbour, the vampires arrived in Western Europe scarcely two
centuries ago. Since then, they have become a new folklore. The
rich fan cultures addressed by vibrant emerging scholars from
around the English-speaking world gathered in Schott and Moffatt's
collection are the true heirs of this uncanny invasion. The mix of
glamour and disgust, aestheticism and dread vampires evoke offers
metaphors for every form of anxiety and unholy yearning: a
bloodstained laboratory for social experiment. This collection
opens new corridors into the chambers of the undead, and casts an
eerie light on the subterranean worlds of fans and vampires alike."
-Sean Cubitt, Professor of Global Media and Communication,
Winchester School of Art, UK. "Fanpires offers the preeminent
collection of scholarly approaches to this immortal shape shifter.
This compilation of insightful essays not only reflects the
omnipresence of the vampire in popular culture, but it identifies
the pivotal role of fans in revitalizing the life of the vampire."
-Wendy Haslem, Professor of Screen Studies & Cultural
Management, The University of Melbourne.
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