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Gewalt im Computerspiel

Facetten eines Vergnügens
Authors: Bareither, Christoph;

Gewalt im Computerspiel

Abstract

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.

Keywords

computerspiel, ethnografie, ethnography, video game, violence, Ethnographie, Videospiel, sociology of media, medien, popular culture, mediensoziologie, Gewalt, emotionality, popularity, medienwissenschaft, videospiel, Video, Gronkh, ethonography, Popularität, Avatar (Internet), sociology of communication, computer games, feeling, computer game, Kommunikationswissenschaft, Online Games, Vergnügen, Computerspiel, emotion, pleasure, online games, video, vergnügen, Medien, Emotionalität, gewalt, Online Spiele; Vergnügen, cultural anthropology, Online-Medien, thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies, Emotion, Gefühl, Game Studies, Alltagskultur, YouTube, media, media studies, online media, kulturanthropologie, Kommunikationssoziologie, 300, Kulturanthropologie, Mediensoziologie, Let’s Play, communication sciences, Sarazar, Populärkultur, populärkultur

  • BIP!
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    selected citations
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    This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    24
    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
    Top 10%
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Average
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Average
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
24
Top 10%
Average
Average
Green
hybrid
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