Bibliographie complète
Interrogating Evil in Videogames about Violent Conflicts
Type de ressource
Chapitre de livre
Auteurs/contributeurs
- Knittel, Susanne C. (Éditeur)
- Goldberg, Zachary J. (Éditeur)
- Hammar, Emil Lundedal (Auteur)
- Pötzsch, Holger (Auteur)
Titre
Interrogating Evil in Videogames about Violent Conflicts
Résumé
This contribution interrogates the figure of the perpetrator as it emerges in narrative videogames. First, we provide a brief outlook on some key characteristics of videogames, before we discuss how the specific affordances of this “new” medium offer unprecedented ways of approaching and dealing with perpetrators and perpetration. Finally, we offer concrete examples from three games to illustrate different possible configurations of the playerperpetrator nexus—Yager Development’s Spec Ops: The Line (2012), 11 Bit Studio’s This War of Mine (2015), and Hangar 13’s Mafia III (2016). In contrast to other media, games enable an active exploration of, and participation in, a variety of possible offenses. Rather than merely witnessing evil deeds, players are immersed in simulated environments that demand constant evaluations of complex settings and require decision-making under systemic limitations. This performative aspect of play makes games a unique medium for learning and teaching about the intricate logics and innate dynamics of perpetrations.
Titre du livre
The Routledge International Handbook of Perpetrator Studies
Collection
Routledge international handbooks
Nb de volumes
1 online resource.
Lieu
London
Maison d’édition
Routledge, Taylor & Francis Group
Date
2020
Pages
343-356
Langue
Anglais
ISBN
978-1-315-10288-7 978-1-351-59340-3 978-1-351-59341-0 978-1-351-59342-7
Référence
Hammar, E. L. et Pötzsch, H. (2020). Interrogating Evil in Videogames about Violent Conflicts. Dans S. C. Knittel et Z. J. Goldberg (dir.), The Routledge International Handbook of Perpetrator Studies (vol. 1-1 online resource., p. 343‑356). Routledge, Taylor & Francis Group. http://www.worldcat.org/oclc/1110672242
1. Approches
4. Lieu de production du savoir
5. Pratiques médiatiques
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