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Video Games, Crime, and Control -

Video Games, Crime, and Control

Getting Played
Buch | Softcover
190 Seiten
2024
Routledge (Verlag)
978-1-032-38803-8 (ISBN)
CHF 64,55 inkl. MwSt
Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games.

Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest.

Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.

Kevin F. Steinmetz is a professor of criminology in the Department of Sociology, Anthropology, and Social Work at Kansas State University, USA. His scholarship cuts across multiple areas including cybercrime, criminological theory, racial inequality and criminal justice, gender and crime, as well as crime, criminal justice, and popular culture. He is the author of Hacked: A Radical Approach to Hacker Culture and Crime and Cybercrime and Society. His works have also appeared in prestigious outlets, including The British Journal of Criminology, Theoretical Criminology, Critical Criminology, Crime Media Culture.Jonathan A. Grubb is the Military Domestic Abuse Senior Research and Evaluation Analyst for the National Organization for Victim Advocacy (NOVA). His research centers on the spatiotemporal clustering of crime, victimization of vulnerable populations, perceptions and attitudes of professionals working with victims of domestic violence as well as human trafficking, and arson within urban environments. Recent publications include Crime TV: Streaming Criminology in Popular Culture which utilizes modern television shows as a frame for understanding criminological theory.

Introduction



Kevin F. Steinmetz & Jonathan A. Grubb



Chains in Bioshock: The Illusion of Freedom and Free Will



Melissa A. Petkovsek



The Apprehensive Violence of Death Stranding: Meditations on Ropes and Sticks



Kevin F. Steinmetz



“Are You Sure the Only You is You?”: Domestic Violence and Critiquing the Other in the Spectral Remains of P.T.



Sara Skott & Karl-Fredrik Scott Bengtson



Demonology, Dark Fantasy, and the Devil: Representations of Early Criminological Theory and Justice in Diablo 2.



Chad Posick



“We’re Thieves in a World that Don’t Want Us No More”: The Red Dead Redemption Series as a Case Study of the Philosophies of Punishment



Shon M. Reed, Logan P. Kennedy, & Breanna Boppre



Making Light of Darkness: Crime and Justice in LEGO Star Wars: The Skywalker Saga



Colin Atkinson



Fighting Fire with Fire: Disco Elysium and procedural (In)Justice



Edward L. W. Green



To Serve and Protect from Behind the Mask: Miles Morales in Marvel’s Spider-Man and Marvel’s Spider-Man: Miles Morales, Policing, Justice, and Representation



Christina Fawcett & Steven Kohm



Cynicism in Police Simulation: A Case Study of Beat Cop



James Popham, Andrea Corradi, Michael Ouellet, Sarthak Pal, Chris McDiarmid, Jocelyn Booton, & Michelle Goodridge

Erscheinungsdatum
Reihe/Serie Routledge Studies in Crime, Culture and Media
Zusatzinfo 1 Tables, black and white
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Gewicht 453 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
ISBN-10 1-032-38803-X / 103238803X
ISBN-13 978-1-032-38803-8 / 9781032388038
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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