Video games, crime and next-gen deviance reorienting the debate

The 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 med...

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Bibliographic Details
Other Authors: Lynes, Adam (Editor), Kelly, Craig, editor (editor), Lynes, Adam, editor, Hoffin, Kevin, editor
Format: eBook
Language:Inglés
Published: [s.l.] : Emerald Publishing 2020
2020.
Series:Emerald points.
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009653801206719
Description
Summary:The 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.
Item Description:Includes index.
Physical Description:1 online resource
Bibliography:Includes bibliographical references.
ISBN:9781838674496