Panische züge: Die skandalisierung von gewalt in computerspielen als spielzug in aufmerksamkeitsökonomien

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

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Panische züge: Die skandalisierung von gewalt in computerspielen als spielzug in aufmerksamkeitsökonomien. / Dellwing, Michael.
in: Kriminologisches Journal, Jahrgang 50, Nr. 4, 2018, S. 274-294.

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

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Bibtex

@article{43a6c2ec937449029090cdb3e27f13b6,
title = "Panische z{\"u}ge: Die skandalisierung von gewalt in computerspielen als spielzug in aufmerksamkeits{\"o}konomien",
abstract = "In this article, I will analyze the narratives that have solidified around the alleged connection between computer games and violence. Even though the relevant disciplines in the field – e.g., Media-and Cultural Studies, Game Studies – have long abandoned this connection, debates in public arenas, media, and education, hold on to the image of games as dangerous. This article will first note the structure of the narrative of games-as-danger to then note the consequence of such narratives: they serve as currency in attention economies, where they can generate success for games, but in the process harm those who play them, especially when they find themselves in structurally disadvantaged positions vulnerable to institutional power.",
keywords = "Attention economy, Earned media, Games, Video games, Violence, Youth, Soziologie",
author = "Michael Dellwing",
year = "2018",
language = "Deutsch",
volume = "50",
pages = "274--294",
journal = "Kriminologisches Journal",
issn = "0341-1966",
publisher = "Beltz Juventa Verlag",
number = "4",

}

RIS

TY - JOUR

T1 - Panische züge

T2 - Die skandalisierung von gewalt in computerspielen als spielzug in aufmerksamkeitsökonomien

AU - Dellwing, Michael

PY - 2018

Y1 - 2018

N2 - In this article, I will analyze the narratives that have solidified around the alleged connection between computer games and violence. Even though the relevant disciplines in the field – e.g., Media-and Cultural Studies, Game Studies – have long abandoned this connection, debates in public arenas, media, and education, hold on to the image of games as dangerous. This article will first note the structure of the narrative of games-as-danger to then note the consequence of such narratives: they serve as currency in attention economies, where they can generate success for games, but in the process harm those who play them, especially when they find themselves in structurally disadvantaged positions vulnerable to institutional power.

AB - In this article, I will analyze the narratives that have solidified around the alleged connection between computer games and violence. Even though the relevant disciplines in the field – e.g., Media-and Cultural Studies, Game Studies – have long abandoned this connection, debates in public arenas, media, and education, hold on to the image of games as dangerous. This article will first note the structure of the narrative of games-as-danger to then note the consequence of such narratives: they serve as currency in attention economies, where they can generate success for games, but in the process harm those who play them, especially when they find themselves in structurally disadvantaged positions vulnerable to institutional power.

KW - Attention economy

KW - Earned media

KW - Games

KW - Video games

KW - Violence

KW - Youth

KW - Soziologie

UR - http://www.scopus.com/inward/record.url?scp=85077331764&partnerID=8YFLogxK

M3 - Zeitschriftenaufsätze

AN - SCOPUS:85077331764

VL - 50

SP - 274

EP - 294

JO - Kriminologisches Journal

JF - Kriminologisches Journal

SN - 0341-1966

IS - 4

ER -