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dc.contributor.editorLynes, Adam
dc.contributor.editorKelly, Craig
dc.contributor.editorHoffin, Kevin
dc.date.accessioned2021-02-10T12:58:18Z
dc.date.issued2020
dc.date.submitted2020-12-15T13:28:08Z
dc.identifierhttps://library.oapen.org/handle/20.500.12657/43420
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/31882
dc.description.abstractThe ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online. In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide. Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy.
dc.languageEnglish
dc.rightsopen access
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.classificationthema EDItEUR::J Society and Social Sciences::JK Social services and welfare, criminology::JKV Crime and criminologyen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular cultureen_US
dc.subject.otherSocial Science
dc.subject.otherMedia Studies
dc.subject.otherSocial Science
dc.subject.otherCriminology
dc.subject.otherSocial Science
dc.subject.otherPopular Culture
dc.titleVideo Games, Crime and Next-Gen Deviance
dc.title.alternativeReorienting the Debate
dc.typebook
oapen.relation.isPublishedBy9e375480-4f0e-418f-b8ea-21a11d6ee8ed
oapen.relation.isFundedBy969f21b5-ac00-4517-9de2-44973eec6874
oapen.relation.isbn9781838674496
oapen.collectionKnowledge Unlatched (KU)
oapen.imprintEmerald Publishing
dc.number104251
dc.relationisFundedByb818ba9d-2dd9-4fd7-a364-7f305aef7ee9


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open access
Except where otherwise noted, this item's license is described as open access