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Gewalt im Computerspiel : Facetten eines Vergnügens

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Grand Theft Auto, Battlefield, Counterstrike – more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyses of interviews, magazines, and videos, Christopher Bareither presents in detail how millions of people can take pleasure from that which would shock others. By refraining from judgmental cliches, this ethnographic study is able to provide a decisive contribution to a debate at the crossroads of popular culture, politics, and the public sphere.

Grand Theft Auto, Battlefield, Counter-Strike – Gewalt in Computerspielen wird immer wieder kontrovers diskutiert. Doch welche emotionalen Erfahrungen ermöglicht der spielerische Umgang mit virtueller Gewalt? Durch teilnehmende Beobachtungen in Online-Games und auf LAN-Partys sowie mithilfe von Interview-, Zeitschriften- und Videoanalysen arbeitet Christoph Bareither heraus, wie Millionen von Menschen etwas als vergnüglich erleben können, was andere schockiert. Ohne wertende Klischees zu bedienen, leistet die ethnografische Studie damit einen entscheidenden Beitrag zu einer Debatte am Schnittfeld von Populärkultur, Politik und Öffentlichkeit.

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Keywords

  • Avatar (Internet)
  • Computer Game
  • Computer games
  • Computerspiel
  • Cultural Anthropology
  • Émotion
  • Ethnografie
  • Ethonography
  • Feeling
  • Gewalt
  • Gronkh
  • Kulturanthropologie
  • Let’s Play
  • Media
  • Media Studies
  • Medien
  • Mediensoziologie
  • Medienwissenschaft
  • Online Games
  • Pleasure
  • Popular culture
  • Populärkultur
  • Sarazar
  • Society & culture: general
  • Society & Social Sciences
  • Sociology of Media
  • thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
  • Vergnügen
  • Video Game
  • Videospiel
  • Violence
  • YouTube

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