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 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.
1136901030
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 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.
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Video Games, Crime and Next-Gen Deviance: Reorienting the Debate

Video Games, Crime and Next-Gen Deviance: Reorienting the Debate

Video Games, Crime and Next-Gen Deviance: Reorienting the Debate

Video Games, Crime and Next-Gen Deviance: Reorienting the Debate

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Overview

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.

Product Details

ISBN-13: 9781838674502
Publisher: Emerald Publishing Limited
Publication date: 07/03/2020
Series: Emerald Points
Pages: 240
Product dimensions: 5.08(w) x 7.80(h) x (d)

About the Author

Craig Kelly is Lecturer in Criminology at Birmingham City University. His research interests include violence, organised crime and illicit markets. 

Adam Lynes is Senior Lecturer in Criminology at Birmingham City University, covering topics such as criminological theory, homicide, and transnational organised and corporate crime.

Kevin Hoffin is Lecturer in Criminology at Birmingham City University. His research interests include transgression, subcultures and media representations of crime and justice, particularly in comics.

Table of Contents

Chapter 1.Introduction; Craig Kelly, Adam Lynes and Kevin Hoffin

Chapter 2. Social Scientists as the Architects of their own Defeat in the Study of Video Games; Max Hart 
Chapter 3. A chronology of video game deviance; Kevin Hoffin and Elaine DeVos  
Chapter 4. Death by Swat: The Three Elements of Swatting; John Bahadur Lamb
Chapter 5. Addiction, gambling and Gaming: Chasing the Digital Dragon; Melindy Brown and Saabirah Osman
Chapter 6. The democratisation of white-collar criminality in video games; Craig Kelly and Adam Lynes 
Chapter 7. Representation of LGBTQ Communities in the Grand Theft Auto Series; Ben Colliver
Chapter 8. The Normalisation of Sexual Deviance and Sexual Violence in Video Games; Kevin Hoffin and Geraldine Lee-Treweek 
Chapter 9. ‘Gaming the System?’ The Merits, Myth and Realities in Understanding Prison Architect: Security, Rehabilitation and Violence as Represented in the World’s Bestselling Carceral Video Game; James Treadwell  
Chapter 10. Conclusion; Craig Kelly, Adam Lynes and Kevin Hoffin
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